Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- abstractJuly 2024
- research-articleJune 2024
Codeseum: Learning Introductory Programming Concepts through Virtual Reality Puzzles
IMX '24: Proceedings of the 2024 ACM International Conference on Interactive Media ExperiencesPages 192–200https://doi.org/10.1145/3639701.3656306When learning programming concepts, beginners face challenges that lead to decreased motivation, Game-Based Learning (GBL) uses game principles to make learning more engaging, and VR has been explored as a way to enhance GBL further. This paper explores ...
- Work in ProgressMay 2024
Comparing the Agency of Hybrid Meeting Remote Users in 2D and 3D Interfaces of the Hybridge System
- Becky Spittle,
- Payod Panda,
- Lev Tankelevitch,
- Kori Inkpen,
- John Tang,
- Sasa Junuzovic,
- Qianqian Qi,
- Pat Sweeney,
- Andrew D Wilson,
- William A.S. Buxton,
- Abigail Sellen,
- Sean Rintel
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing SystemsArticle No.: 82, Pages 1–12https://doi.org/10.1145/3613905.3651103Hybridge is an experimental system for exploring the design of remote inclusion for hybrid meetings. In-room users see remote participants on individual displays positioned around a table, and remotes see video feeds from the room integrated into a ...
- research-articleJanuary 2024
Development of a new immersive virtual reality (VR) headset-based dexterity training for patients with multiple sclerosis: Clinical and technical aspects
Technology and Health Care (TAHC), Volume 32, Issue 2Pages 1067–1078https://doi.org/10.3233/THC-230541BACKGROUND:Impaired manual dexterity is frequent and disabling in patients with multiple sclerosis (MS), affecting activities of daily living and quality of life.
OBJECTIVE:To develop a new immersive virtual-reality (VR) headset-based dexterity ...
- research-articleJanuary 2024
Design and implementation method of immersive IoT teaching platform based on virtual reality technology
International Journal of Information and Communication Technology (IJICT), Volume 24, Issue 8Pages 76–89https://doi.org/10.1504/ijict.2024.139865With societal and economic advancements, teaching methods have evolved from traditional single-directional approaches to interactive models utilising diverse online resources. However, certain limitations persist. Addressing these, this paper introduces ...
-
- extended-abstractJanuary 2024
Bridging Spaces: A Student Perspective on Designing for Remote Presence with 3D Holograms
- Jason Mendes,
- Selma Auala,
- Heike Winschiers-Theophilus,
- Tomi “bgt” Suovuo,
- Erkki Sutinen,
- Calkin Suero Montero,
- Naska Goagoses
AfriCHI '23: Proceedings of the 4th African Human Computer Interaction ConferencePages 249–253https://doi.org/10.1145/3628096.3629063We recognize the conceptual and technical challenges of orchestrating remote presence and determining spatial features within mixed reality educational contexts. We maintain that involving stakeholders, such as primary students in early stage ...
- extended-abstractJune 2023
Methods and application of immersive wayfinding
C&C '23: Proceedings of the 15th Conference on Creativity and CognitionPages 371–374https://doi.org/10.1145/3591196.3596613An investigation into the means and methods of immersive wayfinding, tools that are created through environmental elements rather than maps and signage and creating a design of a botanical garden in Durham, North Carolina to best display the methods ...
- research-articleMay 2023
Authoring Interactive and Immersive Experiences Using Programming by Demonstration
IHM '23: Proceedings of the 34th Conference on l'Interaction Humain-MachineArticle No.: 20, Pages 1–13https://doi.org/10.1145/3583961.3583981Immersive technologies, like virtual and augmented reality, allow engaging the general public in interactive experiences, which are particularly promising in educational and cultural activities (e.g. museums, exhibits). For now, the design of such ...
- surveyDecember 2022
Systematic Review of Comparative Studies of the Impact of Realism in Immersive Virtual Experiences
ACM Computing Surveys (CSUR), Volume 55, Issue 6Article No.: 115, Pages 1–36https://doi.org/10.1145/3533377The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that ...
- research-articleAugust 2022
SILVR: a synthetic immersive large-volume plenoptic dataset
MMSys '22: Proceedings of the 13th ACM Multimedia Systems ConferencePages 221–226https://doi.org/10.1145/3524273.3532890In six-degrees-of-freedom light-field (LF) experiences, the viewer's freedom is limited by the extent to which the plenoptic function was sampled. Existing LF datasets represent only small portions of the plenoptic function, such that they either cover ...
- research-articleDecember 2021
- abstractAugust 2021
Bystanding: The Feingold Syndrome: Step outside your shoes: exploring the Bystander Effect through Virtual Reality
SIGGRAPH '21: ACM SIGGRAPH 2021 Immersive PavilionArticle No.: 3, Pages 1–2https://doi.org/10.1145/3450615.3464539‘Bystanding: The Feingold Syndrome’ is an immersive interactive VR docufiction exploring the drowning and rescue of Israeli rowing champion Jasmine Feingold. In 2009, Feingold lost consciousness and capsized while rowing in Tel Aviv's Ha'Yarkon River. ...
- abstractAugust 2021
Agence, A Dynamic Film about (and with) Artificial Intelligence
SIGGRAPH '21: ACM SIGGRAPH 2021 Immersive PavilionArticle No.: 17, Pages 1–2https://doi.org/10.1145/3450615.3464538Agence is a short “dynamic film” that uses AI to power a real-time story. It was co-produced by Transitional Forms and the National Film Board of Canada (NFB). It is available on VR, PC and mobile, but for the purposes of this paper, we will be talking ...
- abstractAugust 2021
Once Upon a Sea: A poetic, interactive XR documentary
SIGGRAPH '21: ACM SIGGRAPH 2021 Immersive PavilionArticle No.: 2, Pages 1–2https://doi.org/10.1145/3450615.3464536ONCE UPON A SEA is an immersive virtual reality experience that transports participants to the Dead Sea, and provides access to one of the wonders of the world that has become inaccessible in the past 35 years. The Dead Sea carries a rich history, an ...
- extended-abstractJuly 2020
Virtual dioramas transform natural history museum exhibit halls & gardens to life with immersive AR
IDC '20: Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended AbstractsPages 276–279https://doi.org/10.1145/3397617.3402036The original motivation and design process of the AR Perpetual Garden App is discussed in detail. Available on Apple iTunes and Google Play Stores, children and parents, teachers and students, may download and learn with it now, thus amplifying the ...
- research-articleNovember 2019
How people use 360-degree cameras
MUM '19: Proceedings of the 18th International Conference on Mobile and Ubiquitous MultimediaArticle No.: 18, Pages 1–10https://doi.org/10.1145/3365610.3365645A variety of new kinds of consumer cameras that capture the full 360-degree surroundings in a single panorama photo or video has recently been introduced to the market. In addition to conventional viewing devices, such as smartphones and computers, the ...
- short-paperJune 2019
Towards a distributed reality: a multi-video approach to xR
MMVE '19: Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment SystemsPages 34–36https://doi.org/10.1145/3304113.3326111In this article we define the concept of Distributed Reality, a new form of immersive media based on the combination of captured realities (e.g a remote and a local one), hence with a strong focus on video. While Virtual Reality fully substitutes the ...
- research-articleFebruary 2019
Modelling of the Prophet Mosque in Virtual Reality
ICSCA '19: Proceedings of the 2019 8th International Conference on Software and Computer ApplicationsPages 320–324https://doi.org/10.1145/3316615.3320117Modernization and urban development have destroyed the original image of some architectural heritage. One example is the Prophet Mosque in Madinah, where, in its current state, has been through many modifications and expansion from the original form ...
- posterAugust 2018
CRISPR/Cas9-NHEJ: action in the nucleus
SIGGRAPH '18: ACM SIGGRAPH 2018 PostersArticle No.: 5, Pages 1–2https://doi.org/10.1145/3230744.3230747CRISPR/Cas9-NHEJ: Action in the Nucleus (2017) is derived from an interdisciplinary creative process. This paper discusses the creation of this 210° scientific visualization, the usage of data from the worldwide Protein Data Bank, and the audio-visual ...
- abstractAugust 2018
Immersive previz: VR authoring for film previsualisation
SIGGRAPH '18: ACM SIGGRAPH 2018 StudioArticle No.: 4, Pages 1–2https://doi.org/10.1145/3214822.3214831Creatives in animated and real movie productions have been exploring new modalities to visually design filmic sequences before realizing them in studios, through techniques like hand-drawn storyboards, physical mockups or more recently virtual 3D ...