Conference Publishing Consulting
2017 IEEE Virtual Reality (VR),
March 18-22, 2017,
Los Angeles, CA, USA
Augmented Reality: Principles and Practice
Dieter Schmalstieg and Tobias Höllerer
(Graz University of Technology, Austria; University of California at Santa Barbara, USA)
This tutorial will provide a detailed introduction to Augmented Reality (AR). AR is a key user-interface technology for personalized, situated information delivery, navigation, on-demand instruction and games. The widespread availability and rapid evolution of smartphones and new devices such as Hololens enables software-only solutions for AR, where it was previously necessary to assemble custom hardware solutions. However, ergonomic and technical limitations of existing devices make this a challenging endeavor. In particular, it is necessary to design novel efficient real-time computer vision and computer graphics algorithms, and create new lightweight forms of interaction with the environment through small form-factor devices. This tutorial will present selected technical achievements in this field and highlight some examples of successful application prototypes.
Hypertextual Reality: VR on the Web
, Peter O'Shaughnessy, and Michael Blix
(Samsung Research, UK; Samsung Research, USA)
The tutorial focuses on Virtual Reality on the web and how researchers and developers can leverage its power to create content. The WebVR specification is presented, along with examples of how it works in a browser. Content creation is addressed by mentioning the available frameworks accompanied by a hands-on session in A-Frame. Additionally, the concept of Progressive Web App is explained and how it enables web experiences to work offline.
Diving into the Multiplicity: Liberating Your Design Process from a Convention-Centered Approach
Rebecca Rouse, Benjamin Chang, and Silvia Ruzanka
(Rensselaer Polytechnic Institute, USA)
Stop feeling bad about not having a language of VR, and embrace the multiplicity! This full day tutorial explores ways of applying the vibrant creativity of early media to VR, AR, and MR work today, using a new cross-historical concept called media of attraction. Participants will be guided through a prototyping process focused not on best practices, but on restriction mining, bespoke solutions, and associative creative strategies inspired by fascinating historical examples and artistic methods. The session concludes with prototype creation, and the development of speculative design work envisioning next technologies for media of attraction of the future.
Human-Centered Design for Immersive Interactions
(NextGen Interactions, USA)
VR has the potential to provide experiences and deliver results that cannot be otherwise achieved. However, interacting with immersive applications is not always straightforward and it is not just about an interface for the user to reach their goals. It is also about users working in an intuitive manner that is a pleasurable experience and devoid of frustration. Although VR systems and applications are incredibly complex, it is up to designers to take on the challenge of having the VR application intuitively communicate to users how the virtual world and its tools work so that those users can achieve their goals in an elegant and comfortable manner.
Navigation Interfaces for Virtual Reality and Gaming: Theory and Practice
and Bernhard E. Riecke
(Bonn-Rhein-Sieg University of Applied Sciences, Germany; Simon Fraser University, Canada)
In this course, we will take a detailed look at various breeds of spatial navigation interfaces that allow for locomotion in digital 3D environments such as games, virtual environments or even the exploration of abstract data sets. We will closely look into the basics of navigation, unraveling the psychophysics (including wayfinding) and actual navigation (travel) aspects. The theoretical foundations form the basis for the practical skill set we will develop, by providing an in-depth discussion of navigation devices and techniques, and a step-by-step discussion of multiple real-world case studies. Doing so, we will cover the full range of navigation techniques from handheld to full-body, highly engaging and partly unconventional methods and tackle spatial navigation with hands-on-experience and tips for design and validation of novel interfaces. In particular, we will be looking at affordable setups, rapid prototyping methods and ways to “trick” out users to enable a realistic feeling of self-motion in the explored environments. As such, the course unites the theory and practice of spatial navigation, serving as entry point to understand and improve upon currently existing methods for the application domain at hand.
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