VR 2017 – Author Index |
Contents -
Abstracts -
Authors
Online Calendar - iCal File |
Allan-Blitz, Elijah |
VR '17-VIDEOS: "Defying the Nazis VR ..."
Defying the Nazis VR
Dylan Southard, Elijah Allan-Blitz, Jordan Halsey, Christina Heller, and Artemis Joukowsky (VR Playhouse, USA; A-B Productions, USA; Farm Pond Pictures, USA) "Defying the Nazis VR" uses CGI, motion graphics, and archival documentary footage to re-create a heroic episode from World War II in VR, experimenting with the emotional power of virtual reality and with the medium as an educational tool. @InProceedings{VR17p437, author = {Dylan Southard and Elijah Allan-Blitz and Jordan Halsey and Christina Heller and Artemis Joukowsky}, title = {Defying the Nazis VR}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {437--437}, doi = {}, year = {2017}, } Info |
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Bednarz, Tomasz |
VR '17-VIDEOS: "Virtual Reality to Save Endangered ..."
Virtual Reality to Save Endangered Animals: Many Eyes on the Wild
June Kim and Tomasz Bednarz (UNSW, Australia; Queensland University of Technology, Australia; Data61 at CSIRO, Australia) Immersive technologies and particularly the Virtual Reality (VR) provide new exciting ways to see the world. Today, we introduce our research that successfully employed VR to the biodiversity conservation sciences. Jaguars are one of the endangered animals. It is certainly critical and compelling to preserve ecosystem for endangered animals. With the awareness of this, we endeavoured to establish a multidisciplinary VR project that implemented data from indigenous villagers (jaguar experts group A), the conventional knowledge of the field of jaguar ecosystem (from jaguar experts group B), and mathematical and statistical models. Our fascination lies in these questions: can we effectively bring together VR and analytical capabilities? Can VR be used to make this world a better place for living beings? Please enjoy our 360-degree images of jaguar habitats taken in the Peruvian Amazon. @InProceedings{VR17p436, author = {June Kim and Tomasz Bednarz}, title = {Virtual Reality to Save Endangered Animals: Many Eyes on the Wild}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {436--436}, doi = {}, year = {2017}, } Video |
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Chok, Lionel |
VR '17-VIDEOS: "Singapore Inside Out London ..."
Singapore Inside Out London 2015 in VR
Lionel Chok (iMMERSiVELY, Singapore) Singapore: Inside Out 2015 is an international creative showcase featuring a collection of multisensorial experiences designed by the country’s creative talents. After making its successful debut in Beijing, the travelling showcase stops at Brick Lane Yard here in London from 2428 June for its stint in the capital, before heading to New York in September and a homecoming finale in Singapore in November 2015 (Singapore Inside Out 2015). An energetic, crossdisciplinary showcase of contemporary creative disciplines featuring architecture, food, fashion, film, music, literature, design and the visual arts, this celebration of creativity and collaboration that spans three continents will inspire you to revisit existing preconceptions and discover new perspectives of Singapore and its creative landscape. Having captured seven 360 spherical videos at this event in London itself, I set out to develop all these 360 spherical videos together in one 360 Virtual Reality (VR) Android mobile app, complete with visual interactions via line of sight for directions, graphics, audio and perhaps even transitions. This is to also show a way of providing diegetic means of how these (gaze) interactions will work between and within each 360 videos. The development process would be as follow: 1. Using Unity3D with the Google Cardboard SDK and CSharp scripting 2. Mapping 360 videos inside Unity3D 3. Importing them into Unity3D and using scripting components from within Unity3D to add gaze interactions to navigate between the different 360 videos and other forms of interactions. Launched as an Android apk to your mobile phone, the final “Singapore Inside Out 2015 (London)” interactive VR (Virtual Reality) mobile app enables a viewer to be transported to Brick Lane Yard where the original traveling showcase was last held. Using your line of sight, one can look all around each 360 video to relive the experience of being there, as well as find designated buttons for gaze interaction to be activated. In total, there are about over a dozen interactive features to gaze at. From choosing between VR and Cardboard mode, transition between different 360 videos, displaying credits and graphics to the simple back function, just looking at a certain point inside the 360 video to activate these functions alone took almost more than half of the total development time period. Part of it was the consideration for the duration, the number of seconds we had to set for the gaze to take effect. As each 360 video cannot be previewed from inside the spherical object, aligning these buttons in the right positions while working in Unity has proved to be tedious and painstaking. In addition, the scripted components did not work all the time during all of the testings, and also differed when used between the PC and the Mac. But the most difficult challenge had to be actually scripting in CSharp. In spite of all these challenges both creatively and technically the app was finally completed, and now for all to experience and relive the festival experience in VR! @InProceedings{VR17p438, author = {Lionel Chok}, title = {Singapore Inside Out London 2015 in VR}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {438--438}, doi = {}, year = {2017}, } |
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Halsey, Jordan |
VR '17-VIDEOS: "Defying the Nazis VR ..."
Defying the Nazis VR
Dylan Southard, Elijah Allan-Blitz, Jordan Halsey, Christina Heller, and Artemis Joukowsky (VR Playhouse, USA; A-B Productions, USA; Farm Pond Pictures, USA) "Defying the Nazis VR" uses CGI, motion graphics, and archival documentary footage to re-create a heroic episode from World War II in VR, experimenting with the emotional power of virtual reality and with the medium as an educational tool. @InProceedings{VR17p437, author = {Dylan Southard and Elijah Allan-Blitz and Jordan Halsey and Christina Heller and Artemis Joukowsky}, title = {Defying the Nazis VR}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {437--437}, doi = {}, year = {2017}, } Info |
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Heller, Christina |
VR '17-VIDEOS: "Defying the Nazis VR ..."
Defying the Nazis VR
Dylan Southard, Elijah Allan-Blitz, Jordan Halsey, Christina Heller, and Artemis Joukowsky (VR Playhouse, USA; A-B Productions, USA; Farm Pond Pictures, USA) "Defying the Nazis VR" uses CGI, motion graphics, and archival documentary footage to re-create a heroic episode from World War II in VR, experimenting with the emotional power of virtual reality and with the medium as an educational tool. @InProceedings{VR17p437, author = {Dylan Southard and Elijah Allan-Blitz and Jordan Halsey and Christina Heller and Artemis Joukowsky}, title = {Defying the Nazis VR}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {437--437}, doi = {}, year = {2017}, } Info |
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Hogan, Brendan J. |
VR '17-VIDEOS: "The Pull ..."
The Pull
Quba Michalski, Brendan J. Hogan, and Jamie Hunsdale (QubaVR, USA; Impossible Acoustic, USA) In a secret science facility, gravity has been conquered. “Down” is no longer a direction, but a choice. Step into the center of modified chambers and witness the laws of nature be broken in this five-experiment series. VR has all but torn down the barriers between the imagination of the creator and the experience of the viewer. A concept like The Pull simply does not translate into traditional 2D. We can suggest concepts through TVs and monitors, but we can’t truly experience them — and breaking the very laws of nature is something that can only be experienced. While flat media limits us to hinting and coaxing at an experience, by creating in VR, I can more faithfully share my vision with you, the viewer. For a few minutes – for five chambers – I can truly invite you into my world. @InProceedings{VR17p435, author = {Quba Michalski and Brendan J. Hogan and Jamie Hunsdale}, title = {The Pull}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {435--435}, doi = {}, year = {2017}, } |
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Hunsdale, Jamie |
VR '17-VIDEOS: "The Pull ..."
The Pull
Quba Michalski, Brendan J. Hogan, and Jamie Hunsdale (QubaVR, USA; Impossible Acoustic, USA) In a secret science facility, gravity has been conquered. “Down” is no longer a direction, but a choice. Step into the center of modified chambers and witness the laws of nature be broken in this five-experiment series. VR has all but torn down the barriers between the imagination of the creator and the experience of the viewer. A concept like The Pull simply does not translate into traditional 2D. We can suggest concepts through TVs and monitors, but we can’t truly experience them — and breaking the very laws of nature is something that can only be experienced. While flat media limits us to hinting and coaxing at an experience, by creating in VR, I can more faithfully share my vision with you, the viewer. For a few minutes – for five chambers – I can truly invite you into my world. @InProceedings{VR17p435, author = {Quba Michalski and Brendan J. Hogan and Jamie Hunsdale}, title = {The Pull}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {435--435}, doi = {}, year = {2017}, } |
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Joukowsky, Artemis |
VR '17-VIDEOS: "Defying the Nazis VR ..."
Defying the Nazis VR
Dylan Southard, Elijah Allan-Blitz, Jordan Halsey, Christina Heller, and Artemis Joukowsky (VR Playhouse, USA; A-B Productions, USA; Farm Pond Pictures, USA) "Defying the Nazis VR" uses CGI, motion graphics, and archival documentary footage to re-create a heroic episode from World War II in VR, experimenting with the emotional power of virtual reality and with the medium as an educational tool. @InProceedings{VR17p437, author = {Dylan Southard and Elijah Allan-Blitz and Jordan Halsey and Christina Heller and Artemis Joukowsky}, title = {Defying the Nazis VR}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {437--437}, doi = {}, year = {2017}, } Info |
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Kim, June |
VR '17-VIDEOS: "Virtual Reality to Save Endangered ..."
Virtual Reality to Save Endangered Animals: Many Eyes on the Wild
June Kim and Tomasz Bednarz (UNSW, Australia; Queensland University of Technology, Australia; Data61 at CSIRO, Australia) Immersive technologies and particularly the Virtual Reality (VR) provide new exciting ways to see the world. Today, we introduce our research that successfully employed VR to the biodiversity conservation sciences. Jaguars are one of the endangered animals. It is certainly critical and compelling to preserve ecosystem for endangered animals. With the awareness of this, we endeavoured to establish a multidisciplinary VR project that implemented data from indigenous villagers (jaguar experts group A), the conventional knowledge of the field of jaguar ecosystem (from jaguar experts group B), and mathematical and statistical models. Our fascination lies in these questions: can we effectively bring together VR and analytical capabilities? Can VR be used to make this world a better place for living beings? Please enjoy our 360-degree images of jaguar habitats taken in the Peruvian Amazon. @InProceedings{VR17p436, author = {June Kim and Tomasz Bednarz}, title = {Virtual Reality to Save Endangered Animals: Many Eyes on the Wild}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {436--436}, doi = {}, year = {2017}, } Video |
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Michalski, Quba |
VR '17-VIDEOS: "The Pull ..."
The Pull
Quba Michalski, Brendan J. Hogan, and Jamie Hunsdale (QubaVR, USA; Impossible Acoustic, USA) In a secret science facility, gravity has been conquered. “Down” is no longer a direction, but a choice. Step into the center of modified chambers and witness the laws of nature be broken in this five-experiment series. VR has all but torn down the barriers between the imagination of the creator and the experience of the viewer. A concept like The Pull simply does not translate into traditional 2D. We can suggest concepts through TVs and monitors, but we can’t truly experience them — and breaking the very laws of nature is something that can only be experienced. While flat media limits us to hinting and coaxing at an experience, by creating in VR, I can more faithfully share my vision with you, the viewer. For a few minutes – for five chambers – I can truly invite you into my world. @InProceedings{VR17p435, author = {Quba Michalski and Brendan J. Hogan and Jamie Hunsdale}, title = {The Pull}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {435--435}, doi = {}, year = {2017}, } |
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Patterson, Kate |
VR '17-VIDEOS: "Genome Gazing: A 360° Stereoscopic ..."
Genome Gazing: A 360° Stereoscopic Animation for Google Cardboard
Kate Patterson (Garvan Institute of Medical Research, Australia) Scientific concepts related to genomics and epigenetics can be abstract and are mostly invisible to the human eye. Communication of these concepts to a lay audience is particularly challenging. Visualizing DNA and associated molecules via an embodied experience offers the user an opportunity to interact with this scientific data in a more meaningful way. This project explores new ways to visualize and represent the major molecular players in genomics and epigenetics using virtual reality via portable head mounted displays. @InProceedings{VR17p439, author = {Kate Patterson}, title = {Genome Gazing: A 360° Stereoscopic Animation for Google Cardboard}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {439--439}, doi = {}, year = {2017}, } |
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Southard, Dylan |
VR '17-VIDEOS: "Defying the Nazis VR ..."
Defying the Nazis VR
Dylan Southard, Elijah Allan-Blitz, Jordan Halsey, Christina Heller, and Artemis Joukowsky (VR Playhouse, USA; A-B Productions, USA; Farm Pond Pictures, USA) "Defying the Nazis VR" uses CGI, motion graphics, and archival documentary footage to re-create a heroic episode from World War II in VR, experimenting with the emotional power of virtual reality and with the medium as an educational tool. @InProceedings{VR17p437, author = {Dylan Southard and Elijah Allan-Blitz and Jordan Halsey and Christina Heller and Artemis Joukowsky}, title = {Defying the Nazis VR}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {437--437}, doi = {}, year = {2017}, } Info |
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Stock, Mark J. |
VR '17-VIDEOS: "Smoke Water Fire (2016) ..."
Smoke Water Fire (2016)
Mark J. Stock Smoke Water Fire, (2016), is a digital video for stereoscopic virtual reality systems. It is a radiosity rendered computer simulation of the collision of many fluid volumes, and required 8 months to generate. Instead of the forms being rendered as a natural material, though, they are presented in their pure, computational form. By stripping the fluid of its physical context, it can exist in a purely ephemeral, numerical, virtual state. @InProceedings{VR17p440, author = {Mark J. Stock}, title = {Smoke Water Fire (2016)}, booktitle = {Proc.\ VR}, publisher = {IEEE}, pages = {440--440}, doi = {}, year = {2017}, } |
13 authors
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