Virtual Reality Experience

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The Experts below are selected from a list of 1278 Experts worldwide ranked by ideXlab platform

Matthias Oberli - One of the best experts on this subject based on the ideXlab platform.

  • VSMM - Biennale 4D — A Journey in time: Virtual Reality Experience to explore the archives of the Swiss pavilion at the “Biennale di Venezia” art exhibition
    2017 23rd International Conference on Virtual System & Multimedia (VSMM), 2017
    Co-Authors: Kathrin Koebel, Doris Agotai, Stefan Arisona, Matthias Oberli
    Abstract:

    The Swiss pavilion at “Biennale di Venezia” offers a platform for national artists to expose their work. This well-known and well-documented white cube showcases the changes of contemporary Swiss art from the early 50s up to the present day. The aim of the “Biennale 4D” project is to make the archives of these past art exhibitions more comprehensible by creating an interactive explorative environment through the use of innovative Virtual Reality (VR) technology. The project poses multiple challenges like visualization of historic content and its documentation, dealing with the heterogeneity and incompleteness of archives, interaction design and interaction mapping in the Virtual space, integration of metadata as well as realizing a Virtual Reality Experience for the public space with current VR technology. Extensive research has been conducted regarding the state of the art of VR technology in the given application field, possible forms of visual representation and rendering methods, interaction patterns as well as suitable user Experience testing methods. A pilot application has been developed that features exemplary scenes with exhibit samples of various types and materiality and model scenarios covering varying degrees of documentation levels. This prototype offers features such as time travel, spatial movement and interaction with metadata. Furthermore, the Experience has been enhanced with additional archive material. At the launch of the application, the user learns within a demo environment how to apply the functionalities listed above. The application has been tested thoroughly in regards to user Experience and usability and was well received by the test audience. In this paper we highlight possible approaches using Virtual Reality in terms of user Experience, interaction design and visualization, and the actual implementation of the Biennale 4D pilot application. We discuss challenges of realizing public VR environments today based on the responses gathered in a user study.

  • Biennale 4D — A Journey in time: Virtual Reality Experience to explore the archives of the Swiss pavilion at the “Biennale di Venezia” art exhibition
    2017 23rd International Conference on Virtual System & Multimedia (VSMM), 2017
    Co-Authors: Kathrin Koebel, Doris Agotai, Stefan Arisona, Matthias Oberli
    Abstract:

    The Swiss pavilion at “Biennale di Venezia” offers a platform for national artists to expose their work. This well-known and well-documented white cube showcases the changes of contemporary Swiss art from the early 50s up to the present day. The aim of the “Biennale 4D” project is to make the archives of these past art exhibitions more comprehensible by creating an interactive explorative environment through the use of innovative Virtual Reality (VR) technology. The project poses multiple challenges like visualization of historic content and its documentation, dealing with the heterogeneity and incompleteness of archives, interaction design and interaction mapping in the Virtual space, integration of metadata as well as realizing a Virtual Reality Experience for the public space with current VR technology. Extensive research has been conducted regarding the state of the art of VR technology in the given application field, possible forms of visual representation and rendering methods, interaction patterns as well as suitable user Experience testing methods. A pilot application has been developed that features exemplary scenes with exhibit samples of various types and materiality and model scenarios covering varying degrees of documentation levels. This prototype offers features such as time travel, spatial movement and interaction with metadata. Furthermore, the Experience has been enhanced with additional archive material. At the launch of the application, the user learns within a demo environment how to apply the functionalities listed above. The application has been tested thoroughly in regards to user Experience and usability and was well received by the test audience. In this paper we highlight possible approaches using Virtual Reality in terms of user Experience, interaction design and visualization, and the actual implementation of the Biennale 4D pilot application. We discuss challenges of realizing public VR environments today based on the responses gathered in a user study.

Andrew D Wilson - One of the best experts on this subject based on the ideXlab platform.

  • haptic retargeting video showcase dynamic repurposing of passive haptics for enhanced Virtual Reality Experience
    Human Factors in Computing Systems, 2016
    Co-Authors: Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, Andrew D Wilson
    Abstract:

    Manipulating a Virtual object with appropriate passive haptic cues provides a satisfying sense of presence in Virtual Reality. However, scaling such Experiences to support multiple Virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple Virtual objects. We introduce three approaches for dynamically aligning physical and Virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body warping. This video accompanies our CHI paper.

  • a demonstration of haptic retargeting dynamic repurposing of passive haptics for enhanced Virtual Reality Experience
    Human Factors in Computing Systems, 2016
    Co-Authors: Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, Andrew D Wilson
    Abstract:

    Manipulating a Virtual object with appropriate passive haptic cues provides a satisfying sense of presence in Virtual Reality. However, scaling such Experiences to support multiple Virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple Virtual objects. We introduce three approaches for dynamically aligning physical and Virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body manipulation. This demonstration accompanies our CHI 2016 paper.

Kathrin Koebel - One of the best experts on this subject based on the ideXlab platform.

  • VSMM - Biennale 4D — A Journey in time: Virtual Reality Experience to explore the archives of the Swiss pavilion at the “Biennale di Venezia” art exhibition
    2017 23rd International Conference on Virtual System & Multimedia (VSMM), 2017
    Co-Authors: Kathrin Koebel, Doris Agotai, Stefan Arisona, Matthias Oberli
    Abstract:

    The Swiss pavilion at “Biennale di Venezia” offers a platform for national artists to expose their work. This well-known and well-documented white cube showcases the changes of contemporary Swiss art from the early 50s up to the present day. The aim of the “Biennale 4D” project is to make the archives of these past art exhibitions more comprehensible by creating an interactive explorative environment through the use of innovative Virtual Reality (VR) technology. The project poses multiple challenges like visualization of historic content and its documentation, dealing with the heterogeneity and incompleteness of archives, interaction design and interaction mapping in the Virtual space, integration of metadata as well as realizing a Virtual Reality Experience for the public space with current VR technology. Extensive research has been conducted regarding the state of the art of VR technology in the given application field, possible forms of visual representation and rendering methods, interaction patterns as well as suitable user Experience testing methods. A pilot application has been developed that features exemplary scenes with exhibit samples of various types and materiality and model scenarios covering varying degrees of documentation levels. This prototype offers features such as time travel, spatial movement and interaction with metadata. Furthermore, the Experience has been enhanced with additional archive material. At the launch of the application, the user learns within a demo environment how to apply the functionalities listed above. The application has been tested thoroughly in regards to user Experience and usability and was well received by the test audience. In this paper we highlight possible approaches using Virtual Reality in terms of user Experience, interaction design and visualization, and the actual implementation of the Biennale 4D pilot application. We discuss challenges of realizing public VR environments today based on the responses gathered in a user study.

  • Biennale 4D — A Journey in time: Virtual Reality Experience to explore the archives of the Swiss pavilion at the “Biennale di Venezia” art exhibition
    2017 23rd International Conference on Virtual System & Multimedia (VSMM), 2017
    Co-Authors: Kathrin Koebel, Doris Agotai, Stefan Arisona, Matthias Oberli
    Abstract:

    The Swiss pavilion at “Biennale di Venezia” offers a platform for national artists to expose their work. This well-known and well-documented white cube showcases the changes of contemporary Swiss art from the early 50s up to the present day. The aim of the “Biennale 4D” project is to make the archives of these past art exhibitions more comprehensible by creating an interactive explorative environment through the use of innovative Virtual Reality (VR) technology. The project poses multiple challenges like visualization of historic content and its documentation, dealing with the heterogeneity and incompleteness of archives, interaction design and interaction mapping in the Virtual space, integration of metadata as well as realizing a Virtual Reality Experience for the public space with current VR technology. Extensive research has been conducted regarding the state of the art of VR technology in the given application field, possible forms of visual representation and rendering methods, interaction patterns as well as suitable user Experience testing methods. A pilot application has been developed that features exemplary scenes with exhibit samples of various types and materiality and model scenarios covering varying degrees of documentation levels. This prototype offers features such as time travel, spatial movement and interaction with metadata. Furthermore, the Experience has been enhanced with additional archive material. At the launch of the application, the user learns within a demo environment how to apply the functionalities listed above. The application has been tested thoroughly in regards to user Experience and usability and was well received by the test audience. In this paper we highlight possible approaches using Virtual Reality in terms of user Experience, interaction design and visualization, and the actual implementation of the Biennale 4D pilot application. We discuss challenges of realizing public VR environments today based on the responses gathered in a user study.

Beryl White-bing - One of the best experts on this subject based on the ideXlab platform.

Mahdi Azmandian - One of the best experts on this subject based on the ideXlab platform.

  • haptic retargeting video showcase dynamic repurposing of passive haptics for enhanced Virtual Reality Experience
    Human Factors in Computing Systems, 2016
    Co-Authors: Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, Andrew D Wilson
    Abstract:

    Manipulating a Virtual object with appropriate passive haptic cues provides a satisfying sense of presence in Virtual Reality. However, scaling such Experiences to support multiple Virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple Virtual objects. We introduce three approaches for dynamically aligning physical and Virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body warping. This video accompanies our CHI paper.

  • a demonstration of haptic retargeting dynamic repurposing of passive haptics for enhanced Virtual Reality Experience
    Human Factors in Computing Systems, 2016
    Co-Authors: Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, Andrew D Wilson
    Abstract:

    Manipulating a Virtual object with appropriate passive haptic cues provides a satisfying sense of presence in Virtual Reality. However, scaling such Experiences to support multiple Virtual objects is a challenge as each one needs to be accompanied with a precisely-located haptic proxy object. We showcase a solution that overcomes this limitation by hacking human perception. Our framework for repurposing passive haptics, called haptic retargeting, leverages the dominance of vision when our senses conflict. With haptic retargeting, a single physical prop can provide passive haptics for multiple Virtual objects. We introduce three approaches for dynamically aligning physical and Virtual objects: body manipulation, world manipulation and a hybrid technique which combines both world and body manipulation. This demonstration accompanies our CHI 2016 paper.