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VRIC '18: Proceedings of the Virtual Reality International Conference - Laval Virtual
ACM2018 Proceeding
  • Conference Chair:
  • Simon Richir
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
VRIC '18: Virtual Reality International Conference - Laval Virtual VRIC '18 Laval France April 4 - 6, 2018
ISBN:
978-1-4503-5381-6
Published:
04 April 2018
In-Cooperation:
Laval Virtual

Bibliometrics
Abstract

No abstract available.

research-article
Color Management for VR Production

Virtual reality offers a new way of telling stories and engaging audiences. To create appealing content for this new imaging modality, content production and post-production workflows need to be adapted or completely rethought. One key aspect for ...

research-article
VR Color Grading using Key Views

Color grading is a crucial step in film post-production for defining the creative intent and giving a particular look and feel to the content. In the context of VR, no adapted solutions exist yet for color grading 360° imagery, leading to cumbersome ...

short-paper
Combining Stereoscopic Live Action Video with Holobench-type Displays: an Artistic Exploration of Space Dimensions

Stereoscopic Live Action Video can be combined with Holobench-type displays to create art installations that explore stereo depth and space dimensions. This art project experiments with such combination to create seemingly impossible spaces that appear ...

research-article
Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking

Due to its multimodal nature virtual reality technology imposes new challenges, for example, when it comes to navigating through a virtual environment. Joystick-based controls and teleportation techniques support only limited self-motion experiences, ...

research-article
Providing services through online immersive real-time mirror-worlds: The Immex Program for delivering services in another way at university

This paper introduces the "Immex" program that experiences how to provide services through virtual immersive online real-time environments. The idea is to offer another way to share data and make it accessible within mirror-worlds. We try to gather the ...

short-paper
Avatar Staging: an evolution of a real time framework for theater based on an on-set previz technology

We will describe in this article our work on a framework mixing game, mixed reality, and motion capture technology for the theater. It will focus on two main technical problematics (motion retargeting, event-based control) and a new job-oriented ...

research-article
Mapping Spatial Mediations, a proposal for classifying new forms of immersive digital mediations

Faced with an avalanche of oddly-assorted objects and technologies presented as so many keys to bring us into the era of immersive communication, we feel the need to reposition content at the center of our thinking. The aim of this article is to propose ...

short-paper
Feasibility of Team Training in Virtual Reality for Robot-Assisted Minimally Invasive Surgery

The rate of evolution of surgical robotics has continuously increased since its inception. Training and experience with the robots is a key factor to successful operations but training is time-consuming and expensive, as the equipment used is expensive ...

research-article
A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR)

Product prototyping, through the use of immersive technologies, has demonstrated its huge potential enabling co-creative exploration of different usage scenarios and evaluation of the User eXperience. It is already an extremely relevant and valuable ...

research-article
Player Experience in a VR and Non-VR Multiplayer Game

Several studies compared the player experience of Virtual Reality (VR) games and non-VR games. However, there is a lack of research on the specific subject of VR and non-VR multiplayer games. Therefore, this work explores how implementing a multiplayer ...

research-article
Virtual Reality Simulator for Construction workers

Construction industries represent the worst industries regarding injury and fatality statistics due to security and health issues. In this field, if not performed correctly, the tasks have risk of causing work related pains or cause death. Currently ...

research-article
DynCam: A Reactive Multithreaded Pipeline Library for 3D Telepresence in VR

We contribute a new library, DynCam, for real-time, low latency, streaming point cloud processing with a special focus on telepresence in VR. Our library combines several RGBD-images from multiple distributed sources to a single point cloud and ...

research-article
A Contextual Semantic Interaction Interface for Virtual Reality Environments

Non-trivial virtual environments often require implementation of complex forms of user interaction, including spatial navigation within the whole environment as well as various forms of interaction with particular components of the environment. Dynamic ...

research-article
Immersive Interfaces for Engagement and Learning: Cognitive Implications

Immersive Virtual Environments are distinct from other types of multimedia learning environments. But, if immersion defined the subjective impression that one is participating in a comprehensive and a realistic experience, immersive-ness is generally ...

short-paper
Study of self-avatar's influence on motor skills training in immersive virtual environments

Immersive virtual reality simulators are increasingly being used in different domains. One open research problematic of such systems is the user's representation inside the environment, what is called, the self-avatar representation. Our research focus ...

research-article
Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review

Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low cost solutions to enhance VR ...

research-article
A Universal Framework For Systemizing the Evaluation of Immersive And Collaborative Performance
Article No.: 17, pp 1–10https://doi.org/10.1145/3234253.3234306

The capacity to visually represent innovative product/service ideas and concepts as well as usage scenarios while anticipating the resulting User eXperience (UX) is extremely critical in order to ensure innovation success. Our previous empirical studies ...

research-article
Public Access
Charrot: Pseudo-haptics with Mid-air CG Character and Small Robot

We propose Charrot, a novel pseudo-haptic approach for interaction with computer-generated (CG) characters that are displayed by mid-air imaging technology. Pseudo-haptic approach is based on the combination of the visual representation of the CG ...

short-paper
CuisiNavi: Cooking guiding system with gesture recognition

This system guides the user through the process of cooking by recognizing their actions without markers. Cooking requires complex information analysis of timing, especially when they want to cook several dishes in parallel and they should be served at ...

short-paper
Drawing Sound in MR Space: A Multi-User Audiovisual Experience in Mixed Reality Space

In this study, we propose a multi-user interactive audiovisual art system using mixed reality (MR). In the MR space, participants can draw virtual lines in mid-air to create audiovisual effects. Each drawn line has a moving point object. The moving ...

short-paper
Gum-Gum Shooting: Inducing a Sense of Arm Elongation via Forearm Skin-stretch and the Change in the Center of Gravity

Many people sometimes imagine if they can wield superhuman abilities like that appear in games and animation. Among these abilities, we focused particularly on representing the experience of arm stretching beyond the limits of the human body. We ...

short-paper
How to Use Multi-pole Galvanic Vestibular Stimulation for Virtual Reality Application

Galvanic Vestibular Stimulation (GVS) is a technique that induces virtual acceleration (or virtual head motion) by applying electrical current to electrodes placed on the bilateral mastoids. Since the vestibular sensation also closely reality of ...

research-article
InVRsion: Soaring through pixels

This work presents the design of a virtual training platform. This platform is specifically designed for tasks requiring a balance between theoretical and embodied knowledge. Our use case aims at training paragliding pilots to various aspects of ...

short-paper
Open Access
Karte Garden

This product visualizes online shoppers' action through VR space in real time, as they enter a web site. It visualize customer behaviors in a real clothing retail store chain, all items are placed according to their categories(e.g. outwear, pants), and ...

short-paper
MasQueRade: Onsite QR Code based VR Experience Evaluation System using Sanitary Mask

The number of Virtual Reality applications has increased tremendously in the recent years to the point where every single digital entertainment company is investing heavily in VR systems. This increase in VR products demands the improvement in the ...

short-paper
Mochitsuki

We made a system to reproduce the experience of pounding rice cake with pestle ("Mochitsuki") by presenting integrated visual, auditory and haptic sensations. In Mochitsuki, players turn steamed glutinous rice into rice cake by pounding it with pestles. ...

research-article
Nectar: Multi-user Spatial Augmented Reality for everyone: Three live demonstrations of educative applications

In this demonstration we showcase a new spatial augmented reality device (interactive projection) with three applications: education and experimentation of color models, map exploration for visually impaired people and scientific vulgarization of ...

short-paper
Perceptual 3D Vision with "Video Byobu"

Combinations of multiple displays give us the illusion of three-dimensional perception. We call this phenomenon "Perceptual 3D Vision", and we name the multiple display system "Video Byōbu". A "byōbu" is a traditional Japanese piece of furniture used ...

short-paper
Super Human Fighting Sport "Shin-Ken VR" ~ Physically Challenged Person VS Fighter ~

We propose "Shin-Ken VR" as a superhuman fighting sport1, where a universal design game controller and a motion tracker control enable any two players to battle each other in a VR game field, overcoming personal barriers of physical differences, e.g. ...

short-paper
Tactile MicRocosm of ALife: Haptic Interaction with Artificial Life by Aerial Mixed Reality Display

This project proposes an enhancement of MitsuDomoe at ReVolution 2017. The new feature is tactile aerial imaging by combining retro-reflective optics and haptic interface. New application for the improved system presents novel interaction with ...

Contributors
  • Arts et Metiers Institute of Technology

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