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All presentations are accessible on-demand in the virtual platform from 6 December 2021.
Live demonstrations and Q&As for the respective presentations will be taking place at the specified Date/Time below.
"Once": Multi-perspective and Interactive VR Narrative Film
Description: “Once” is an interactive virtual reality narration film based on post-war experience, which is set after a continuous war period between two countries. Through the three innovative points, we create this VR narrative film, which tells common people's experience after the war as clues to express the trauma it brings.
A Walk Alone: A Virtual Reality Simulation Triggering Fear and Stimulating Empathy to Raise Awareness about the Dangers Women Face when Walking Alone at Night
Description: A Walk Alone is a virtual reality experience that simulates what it feels like to walk alone at night as a woman. The concept is inspired by the kidnapping and murder of Sarah Everard, a 33-year-old woman whose tragedy reignited an international conversation about women’s safety in March 2021.
Description: “Beat” is a story elaborated from your “Heart”. Viewers experience the work with their hearts in their hands. Viewers encounter a rusted robot without a “heart” to move. Viewers can grant him a new heart by putting theirs on the robot. “Heart” becomes the key to move the story forward.
Cyberdream: An Interactive Rave Music Visualisation in Virtual Reality
Description: Cyberdream, is a prototype virtual reality application, which provides a journey through audio-visual environments based on the aesthetics of 1990s rave music. The project provides three audiovisual 'sound toys', which allow the user to interactively 'paint with sound'.
Dementia Eyes: Perceiving Dementia with Augmented Reality
Description: Dementia Eyes is a mobile AR experience simulating visual symptoms of senile dementia based on pathology and medical workers' experience with patients. The application was validated by professional medical workers in Japan, and the result advocates for the efficacy of the empathy we intended to bring to the medical workers.
Description: The VR experience Dislocation takes a look at an absurd moment of disbelief and fear. It examines the internal processes that develop and offers a visual depiction of a person forced into extreme circumstances – a moment of dislocation.
Exploration of Visuo-haptic Interactions to Support Learning Leopold’s Maneuvers Process in Virtual Reality
Description: Leopold’s Maneuvers VR is a virtual reality application that enables students to experience Leopold's Maneuvers assessment process with realistic visual and haptic feedback in a highly interactive and immersive environment.
GIBSON: AR/VR synchronized city walking system
Description: GIBSON is a cross-AR/VR city walking system that allows VR user in remote location and AR user in reality to walk together as if they are sharing the same space. The VR space is created with 3D city model, and the positions of users are synchronized with Visual Positioning System.
Marco & Polo Go Round
Description: Marco & Polo Go Round is a comedic love story with a very surreal twist. A couple confronts the difficulties in their relationship as gravity turns on its head and their world literally falls apart around them.
Nachtalb: A multisensory Neurofeedback VR-Interface
Description: Nachtalb is an immersive interface that enables brain-to-brain interaction using multisensory feedback. With the help of a BCI, brain-activity data is measured and visually, tactilely and auditorily translated in VR. This intends to create a feedback-loop that turns brain-activity from data-input into sensory output which directly influences the data-input again.
Room Tilt Stick
Description: Room Tilt Stick provides an illusory experience of tilting a room using a stick and of walking on an acutely inclined slope, accomplished by correlating the tilting velocity of a three-dimensional modeled room in HMD with the degree of force transferred to the wall or ground with a special stick.
Virtual Whiskers: Cheek Haptic-Based Spatial Directional Guidance in a Virtual Space
Description: This paper presents Virtual Whiskers, a spatial directional guidance technique using cheek haptics in a virtual space. We provide haptic stimulation on a cheek using two robot arms attached to a Head-Mounted Display. The robot arms touch a point that corresponds to directional information to present the target's directional cues.
WizardOfVR: Emotion-Adaptive Virtual Wizard Experience
Description: We demonstrate WizardOfVR, a personalized emotion-adaptive virtual reality (VR) Wizard akin to the Harry Potter experience, highlighting a use-case scenario of a real-time biofeedback loop between the user's emotional state and adaptive VR environments (VREs) using off-the-shelf physiological sensors.
World of Hiroshige
Description: Step into the beautiful paintings of the Japanese artist Utagawa Hiroshige. This immersive virtual reality experience invites the participant to interact within the atmospheric world of Hiroshige’s delicate and moving artworks. The project offers a unique way of engaging with the artist’s work and the Ukiyo-e genre of Japanese art.
X-Wing: Propeller-Based Force Feedback to Head in a Virtual Environment
Description: This research introduces X-Wing, a haptic device using ducted fans attached to VR Head Mounted Display (HMD). It enables a VR user to receive force feedback based on different wind power converted into impulsive force for a unique VR experience such as virtual aerial simulation.
“Bodyreath”: An Interactive VR Installation to Experience and Understand People with Autism
Description: "Bodyreath" is an interactive VR installation for understanding people with autism. It is divided into two parts, the external projection and the internal VR scenarios. It helps the audience to appreciate the innocence of autistic people in different way and to understand them artistically.