Throughout the week at SIGGRAPH 2017, attendees explore the fascinating potential of real-time immersion in tomorrow's virtual and augmented realities for exploring new modes of communication, interaction, and in powering real-world applications in health, art, education, and gaming. Installations include:
•Artistic and scientific installations
•Nomadic (untethered) VR
•Collaborative and multi-person experiences
•Games and themed-entertainment
•Unique interactive techniques
AR mail from Harbin
AR Mail from Harbin is a small augmented reality (AR) application that works with a set of postcards. Each postcard is printed with a portion of the plan of St. Sophia, the main church in the center of the city of Harbin. A user can assemble a 3D model ...
Blortasia: a virtual reality art experience
Blortasia is an abstract art world in the sky where you fly freely through a surreal maze of evolving sculptures.
Blortasia combines art and flying in virtual reality to engage the imagination and inspire wonder through shape, color, motion, sound, and ...
A brain-computer interface for extended reality interfaces
Extended reality (XR) technologies, such as augmented reality (AR) and virtual reality (VR), remain limited in their interaction modalities. Prevailing interaction methods such as hand gestures and voice recognition prove awkward in XR environments, ...
Digital playgroundz
Digital Playgroundz is augmented reality platform for large scale applications on flat surfaces (walls). It was developed while trying to connect projection mapping and games, but it can be used for other applications, too. The size or count of ...
Dream makers
Dream Makers (Figure 1) is a Virtual Reality (VR) cooperative puzzle game for two players taking place in the universe of dreams. The two players have to keep the communication alive to combine the right ingredients and reach the desired dream using a ...
FLOCK: a location-based, multi-user VR experience
Flock is a shared, immersive, co-located experience made for groups of up to thirty participants. It is a gamified sandbox, an interactive music video and a ritualized LARP (Live Action Role Playing Game) as well as being one of very few examples of ...
Hallelujah: the world's first lytro VR experience
Lytro Immerge is the world's first professional Light Field solution for VR, providing true presence for live action VR through six degrees of freedom (6DoF) playback.
Lytro's 6DoF playback allows the viewer to move around freely in the viewing ...
HEROES: a duet in mixed reality
Using 2-D, virtual reality, and augmented reality headsets, Heroes crafts a multidimensional experience that lets you chase dancers around a pool and on stage, scale through a labyrinth of stunning architecture, and even reach out and hold the dancers ...
HOLO-DOODLE: an adaptation and expansion of collaborative holojam virtual reality
Social Media has exploded so rapidly we have to run to keep up. Whilst babies are kept occupied by iPads, kids get lost in smartphones, and teens lock themselves into their own isolating VR world, we see the need for change. We're losing the art of ...
IRIDiuM+: deep media storytelling with non-linear light field video
- Maggie Kosek,
- Babis Koniaris,
- David Sinclair,
- Desislava Markova,
- Fraser Rothnie,
- Lanny Smoot,
- Kenny Mitchell
We present immersive storytelling in VR enhanced with non-linear sequenced sound, touch and light. Our Deep Media [Rose 2012] aim is to allow for guests to physically enter rendered movies with novel non-linear storytelling capability. With the ability ...
Magic bench: a multi-user & multi-sensory AR/MR platform
- Kyna McIntosh,
- John Mars,
- James Krahe,
- Jim McCann,
- Alexander Rivera,
- Jake Marsico,
- Ali Israr,
- Shawn Lawson,
- Moshe Mahler
Mixed Reality (MR) and Augmented Reality (AR) create exciting opportunities to engage users in immersive experiences, resulting in natural human-computer interaction. Many MR interactions are generated around a first-person Point of View (POV). In these ...
Meet Mike: epic avatars
Meet Mike uses the latest techniques in advanced motion capture to drive complex facial rigs to enable detailed interaction in VR. This allows participants to meet, talk in VR and experience new levels of photorealistic interaction. The installation ...
Remote collaboration in AR and VR using virtual replicas
In many complex tasks, a remote subject-matter expert may need to assist a local user, to guide their actions on objects in the local user's environment. However, effective spatial referencing and action demonstration in a remote physical environment ...
Strata: a biometric VR experience
STRATA is a responsive VR experience driven by biometrics.
STRATA tunes into your heart rate, breathing, stress levels and brain waves to remix a game engine world around you. The stunning immersive experience connects us to our own emotional state, ...
Wakeboarding: an exertion game in virtual reality
Recently there is increasing attention giving to haptic-enhanced virtual reality. Blending visual immersion with haptic feedback suggests improved engagement [Rheiner 2014]. This project starts with the integration of exertion design and bodily haptic ...
- ACM SIGGRAPH 2017 VR Village
Recommendations
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |