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28 - 29 November 2017, 10:00am - 06:00pm
30 November 2017, 10:00am - 04:00pm
Venue: BHIRAJ Hall 3 - Experience Hall (VR Showcase)
Location: Bangkok Int'l Trade & Exhibition Centre (BITEC)
Anatomy Builder VR: Comparative Anatomy Lab Promoting Spatial Visualization Booth no: vrshwcse_0017
Summary: Anatomy Builder VR is a comparative anatomy learning application that examines how a virtual reality (VR) system can support spatial visualization through embodied learning methods. The backbone of the project is to pursue an alternative constructionist pedagogical model for learning canine anatomy.
ANEEME: Synthesizing and Sharing Animation Building Blocks for Rapid Creation of 3D Virtual Scenes
Booth no: vrshwcse_0054
Summary: ANEEME focuses on building technologies that rapidly synthesize animated visual scenes. This virtual reality experience immerses users to different styles and culture of houses around the world. There are two modes in this application: build mode and play mode. In build mode, users can integrate 3D models from the local computer or from ANEEME's online repository into the virtual environment. Using ANEEME's automatic skeletal rigging, users can easily incorporate and animate humanoid objects such as toys, figurines, and even their own avatar. These enable users to design, build and customize their dream house. During play mode, users can interact with the objects inside the environment. They can watch videos, listen to music, play with different instruments, and many more. Photo and video capture capabilities available in this mode also allow users to easily share their virtual environment through their social media accounts.
BoEs: Attachable Haptics Bits on Gaming Controller for Designing Interactive Gameplay
Booth no: vrshwcse_0027
Summary: Gaming controller is a general way for playing in the immersive virtual reality (VR) game. With haptics technology and head-mounted display (HMD), user can have an enhanced immersive experience when they manipulate in the virtual environment. Currently, the VR controller only provide vibration feedback when player interact with the virtual object. For enhancing the touch experience, adding multiple tactile sensations is one of the quick and useful methods for designing interactive gameplay with haptics. Additionally, the designer and haptician need a rapidly prototyped and demonstration to validate the gameplay, which also is a key for designing haptic experience. In this paper, we present Bits of Elements (BoEs), an attachable module system on gaming controller, which allow the game designer to rapidly prototype their VR controller with tactile sensations, such as wind, wet, heat and motion feedback. With this system, game designer can explore the interactive gameplay with haptics in VR by replacement and combination of several modules.
Collaborative VR Painting in Web Browsers
Booth no: vrshwcse_0070
Summary: Multi-A-Painter provides a simple but very engaging way for groups of VR users to interact, by creating 3D paintings in real-time. Painters simply click a URL to join a session, using any recent web browser that supports WebGL and WebVR. The intuitive painting interface combines with the novelty of VR to encourage participation and experimentation. This environment helps break down barriers like geographical isolation, culture & language, gender, age and social standing.
EXA Episode 1 - Dimension 12
Booth no: vrshwcse_0021
Summary: Recruits will undergo a training to access Dimension 12 lead by Commander Lee. In the midst of the training brief, an emergency will erupt causing system disruption. Discover the root cause to continue the journey towards Dimension 12.
Summary: In 2015 Fulldome.pro approached the US-based visionary artist Android Jones about bringing his work to the dome. Over the next two years the animators at 360ART, our Chiang Mai studio, spent many months working with Android to produce a dome film called Samskara. It has been shown at festivals around the world and amazed audiences. After this initial success we worked with Android Jones to create an interactive version of Samskara, in which the ‘player’ must solve geometric puzzles in 3D virtual reality in order to unlock the next scene in of the game. Android has also been busy working on a live painting application for virtual reality called Microdose VR. In Microdose VR the ‘painter’ uses a VR headset and controllers to create amazing scenes using brushes and palettes inspired by Android Jones’ artwork. If you replace the headset with a dome, Microdose VR becomes something that can be shared with an audience, and the painter becomes a performer.
Light-Tracing: Ray-casted Movement for Improved Character Control in Platform Virtual Reality Gaming
Booth no: vrshwcse_0013
Summary: We present a novel character movement technique for VR platformer games called “Light Tracing.” It uses a controller with a ray-casted and visible light beam to direct a player to an intended target area, with view through a free camera. This allows for comparatively easy character control among current VR platform games, including long distance ranging and guiding of an avatar through complex 3-D game levels. Additional benefits include reduction in virtual reality sickness, opportunity for high immersion, and freedom to interact with multiple objects.
Recursive Function Space: Exploring Meta-cognitive Scenery via HMD
Booth no: vrshwcse_0048
Summary: Recursive Function Space (RFS) is a virtual reality based interactive contents that prominently explores and activates a meta-cognitive function in our human cognition system. RFS consists of four (RFS 1.0) or six (RFS 2.0) clones of the player (HMD wearer), characterized in a distinctive perspective transition among these clones that gives an out-of-body-like experience of seeing oneself, how one looks at oneself, and how one is looked by oneself. This is done with the HMD technology (VIVE), where pulling a lever of the left/right controller enables the player to take the perspective of the left/right hand of HMD wearer. The player can also take the perspective from the right hand of “left hand clone” or that from the “meta-clone” owning the HMD wearer at its left hand clone. Such a recursive exploration of the multiple perspectives is systematically associated with Homunculus’ infinite regress discussed in the context of “hard problem of consciousness”. Thus, RFS embodies a classically universal question concerning the origin of the subject with an up-to-date HMD technology.
ReverseCAVE Experience: Providing Reverse Perspectives for Sharing VR Experience
Booth no: vrshwcse_0065
Summary: VR games are currently becoming part of the public-space entertainment (e.g., VR amusement parks). Therefore, VR games should be attractive for not only players but also observers. However, VR with HMD is a closed experience among those who are wearing HMD, and can only be individually experienced by the specific person. We call this ''perspective gap.'' These perspective gaps exist in many situations. To address these problems, we present ''ReverseCAVE'', a system for sharing the experiences of people in VR with others (observers). As another application, it is possible to visually recognize the actual appearance of the person performing the act at the motion capture studio and the superimposed character at the same time. ReverseCAVE has four translucent screens surrounding the player. The VR environment is projected onto the screens. By this, the observer can see both the physical player and the VR environment experienced by the player simultaneously. Also, in the motion capture system, when viewing the actor from the observer outside of ReverseCAVE, the character is superimposed to the actor. This makes it look as if the actor is the actual character from the observer. We enhance the observers' experience by ReverseCAVE.
Stretchar(m) Makes Your Arms Elastic
Booth no: vrshwcse_0038
Summary: Stretchar(m) gives a unique experience of having elastic arms that can be gradually extended or retracted where the virtual arms are visually stretched from the first person perspective in the head-mounted display (HMD) space. This is done through a physical action of pulling a pole and leaning slightly backward when standing and being assisted by a playmate who pulls the pole in the opposite direction. Specifically, the (virtual arms’) stretch ratio is internally associated with a gain in the weight of the HMD wearer, measured with the Wii Balance Board placed under the foot of the wearer. In such a stress-free sensor environment, the more deeply the wearer leans backward (that enhances the arm-muscle load), the more weight is applied to the ground, resulting in an increase in the wearer’s weight and the stretch ratio. Thus, the sense of arms being pulled is transformed into a sense of having stretched arms. Because such a vision–proprioception correlation is designed on the basis of the well-known principle of rubber-hand illusion, Stretchar(m) can yield a strong sense of body ownership toward the elastic arm.
Booth no: vrshwcse_0037
Summary: "The Blues" is an interactive VR-experience about agoraphobia and panic disorder. It takes a look at adolescent life from the perspective of a girl, who despite her own mental health issue has a huge lust for life.
The Golden Guardian: Multi-Sensory Immersive Gaming Through Multi-sensory Spatial Cues
Booth no: vrshwcse_0026
Summary: We present The Golden Guardian, a VR game using multiple senses for spatial cue attempting to create an immersive game experience. In The Golden Guardian, the player wears the HMD (Oculus Rift DK2), the spatial auditory earphone, and the Arduino- controlled tactile headband with an array of vibration motors and peltier heating elements, with a Bluetooth mouse in his/her hand. With those hardwares, we implemented visual feedback, audio feedback, and haptic feedback that delivering different cues in different situations in the virtual world.The player is immersed as an archer to protect his/her gold as long as he/she can. The player needs to defeat the randomly appearing attacks, including the enemy archers, small dragons, and large dragons. The player needs to move his/her head to aim and click the mouse to launch the arrows.
THE PLANET CUBE: A Full-dome/VR Surreal Short Film
Booth no: vrshwcse_0064
Summary: THE PLANET CUBE is originally a surreal full-dome film about a journey to an imaginary planet that has cubic shape.This film take audiences to a calm journey landing on each world, discovering and experiencing the surreal imaginary landscape. This film is made for sit-down VR as well.
The Simple Formula - The Augmented Virtuality Installation Work for
Booth no: vrshwcse_0066
Summary: "The Simple Formula" is an Augmented Virtuality installation work for glass breaking. This work involves user's body into the virtual space that is displayed in the front. In the virtual space the user will be faced a realistic glass wall and destroy it by taking “action” with his own body. He can also regenerate the broken glass by raising hands like magic.
Virtual Reality Inspection and Painting with Measured BRDFs
Booth no: vrshwcse_0024
Summary: A virtual reality painting application enabling the user to paint on 3D models with real measured materials, much like in the physical world. We enable analog artists to apply their skills directly on a digital model, and engineers to directly inspect BRDFs in a fast and intuitive way.
Walking Tour of Cultural Heritage Sites
Booth no: vrshwcse_0062
Summary: Three dimension scanning technologies and Virtual reality make it possible to produce a very realistic immersive virtual experience. Cultural Heritage sites around the globe are remarkable places that ones would like to visit in theirs lifetime. Our work provide users with the high detailed 3D scanned data from the heritage site. Users tour the site by mean of walking, moving their feet up and down to mimic the walking motion. We want the users to slowly admire the intricate detail of the places that they visit. We argue that the teleport mechanism widely used to navigate in VR, although convenience, may not be suitable for this kind of contents.