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VRIC Tables of Contents: 121314

Proceedings of the 2012 Virtual Reality International Conference

Fullname:Proceedings of the 2012 Virtual Reality International Conference
Editors:Simon Richir
Location:Laval, France
Dates:2012-Mar-28 to 2012-Mar-30
Standard No:ISBN: 978-1-4503-1243-1; ACM DL: Table of Contents; hcibib: VRIC12
Links:Conference Website
  1. The futures of mixed & augmented reality
  2. Enhancing human experience via emerging technologies
  3. People, places, things: designing services, interactions and experiences for the post-PC era
  4. Interactive technologies dedicated to art creation
  5. Living lab: emerging technologies for collaborative design of products and services
  6. ReVolution session

The futures of mixed & augmented reality

Distributed mixed reality for remote underwater telerobotics exploration BIBAFull-Text 1
  Mehdi Chouiten; Christophe Domingues; Jean-Yves Didier; Samir Otmane; Malik Mallem
The visionary objective of this work is to "open to people connected to the internet, an access to ocean depths anytime, anywhere." Today these people can just perceive the changing surface of the sea from the shores, but ignore almost everything on what is hidden. If they could explore seabed and become knowledgeable, they would get eventually involved in finding alternative solutions for our vital terrestrial problems -- pollution, climate changes, and destruction of biodiversity and exhaustion of Earth resources. The introduction of Mixed Reality and Internet in aquatic activities constitutes a technological rupture when compared with the status of existing related technologies. Through Internet, anyone, anywhere, at any moment will be naturally able to dive in real-time using a Remote Operated Vehicle (ROV) in the most remarkable sites around the world. The heart of this work is focused on Mixed Reality. The main challenge is to reach real time display of digital video stream to web users, by mixing 3D entities (objects or pre-processed underwater terrain surfaces), with 2D videos of live images collected in real time by a teleoperated ROV.
Open source tools in assembling process enriched with elements of augmented reality BIBAFull-Text 2
  Jozef Barna; Ludmila NovakovaMarcincinova; Jozef Novak-Marcincin; Veronika Fecova; Miroslav Janak; Jozef Torok
Paper handles with application area of elements of augmented reality (AR) with focus to their implementation in assembling processes. It brings the information about current solutions in these problems and offers closer look to the position and orientation tracking and solutions in area of movement of virtual objects with use of commercial devices working on marker principles. It also approaches innovation in the form of utilization of Open Source tools for determination of orientation and position in real environment. Main part of the article presents the description of new application that uses connection of real data with elements of virtual environments, what creates platform for further progress in area of application of elements of augmented reality. At concrete example there chronological sequence explained in individual steps for creation of new application of virtual reality for support of realization of assembling units. In the end it introduces the possibilities of further development of application possibilities of system.
Embodied interaction with complex neuronal data in mixed-reality BIBAFull-Text 3
  Alberto Betella; Rodrigo Carvalho; Jesus Sanchez-Palencia; Ulysses Bernardet; Paul F. M. J. Verschure
The study of natural and artificial phenomena generates massive amounts of data in many areas of research. This data is frequently left unused due to the lack of tools to effectively extract, analyze and understand it. Visual representation techniques can play a key role in helping to discover patterns and meaning within this data. Neuroscience is one of the scientific fields that generates the most extensive datasets. For this reason we built a 3D real-time visualization system to graphically represent the massive connectivity of neuronal network models in the eXperience Induction Machine (XIM). The XIM is an immersive space equipped with a number of sensors and effectors that we constructed to conduct experiments in mixed-reality. Using this infrastructure we developed an embodied interaction framework that allows the user to move freely in the space and navigate through the neuronal system. We conducted an empirical evaluation of the impact of different navigation mappings on the understanding of a neuronal dataset. Our results revealed that different navigation mappings affect the structural understanding of the system and the involvement with the data presented.
Medieval Vitoria-Gasteiz BIBAFull-Text 4
  Ainhoa Perez-Valle; Pablo Aguirrezabal; Diego Sagasti
Cultural heritage is one of the main tourist attractions of a city. Thanks to the technology breakthroughs we can make a cultural activity enjoyable. Learn through "playing". The game Medieval Vitoria-Gasteiz allows us to know the history and lifestyle of the village in the 16th century. The objective is to combine playing a game on a virtual village and a real visit to the city enabling the visitors to travel through the time. This fact transforms the game in a competition where the user has to overcome challenges and will enjoy the advantages provided by Augmented Reality.
   The major challenges of this project have been the combination of state-of-the-art visual and interaction technologies with scientifically based knowledge and abstract concepts. This paper presents/describes the game mechanics and the preliminary user evaluation results, being the cultural dissemination one of the main project motivations.
Using augmented reality and automatic speech recognition techniques to help deaf and hard of hearing people BIBAFull-Text 5
  Mohammad Reza Mirzaei; Seyed Ghorshi; Mohammad Mortazavi
Recently, many researches show Augmented Reality (AR) and Automatic Speech Recognition (ASR) can help people with disabilities. In this paper we implement an innovative system for helping deaf people by combining AR, ASR, and AVSR technologies. This system can instantly take narrator's speech and converts it into readable text and shows it directly on AR display. We show that our system's accuracy becomes over 85 percent on average, by using different ASR engines near using an AVSR engine in different noisy environments. We also show in a survey that more than 90 percent of deaf people on average need such system as assistant in portable devices, near using only text or only sign-language for communications.
A collaborative approach of augmented reality for maritime domain BIBAFull-Text 6
  Gérald Moulis; Alexandre Bouchet; Colin Schmidt
In this paper, we describe the "paper phase" of the definition of a future innovative Augmented Reality (AR) system for French Navy main warships for asymmetric warfare and navigation. This system aims to be onboard in 2015 and introduces a dedicated AR collaboration concept based on a shared "visual situation".

Enhancing human experience via emerging technologies

Social enhancement: re-thinking the role of emerging technologies BIBAFull-Text 7
  Laura Cabrera
The discussion about human enhancement has been dominated by two main and somehow extreme views. One is the biomedical view, still the dominant view, which sees enhancement as interventions going beyond therapeutic goals. The other is what I refer to as the transhumanist view, which sees enhancement as interventions that promote atypical features in order to reach a posthuman stage. This paper starts by highlighting the main features of the biomedical and the transhumanist views of human enhancement. Then, it explores an alternative view on human enhancement, a view refer to as social enhancement. In order to provide some background behind the idea of social enhancement, the social determinants of health are introduced. After this, the paper describes the main characteristics of social enhancement. Finally, it argues that social enhancement, as an alternative way to approach human enhancement, could be a better and more ethical way to use emerging technologies while addressing the pitfalls of the current dominant views of human enhancement.
What does it mean to be enhanced? BIBAFull-Text 8
  Ryan Wittingslow
In this paper, I attempt to question the very idea of "enhancement" itself. Given the tool-using nature of human beings, does the idea of enhancement have any critical traction, when it could be argued that all tool use is an attempt to enhance experience? This has grave ramifications for the public ethics that surrounds any discussion about the application of transhuman technologies. If, as I argue, there is nothing special about "enhancement" -- indeed, if it is that very thing that makes us human -- then the vocabulary of the discourse itself may be occluding a genuine and honest appraisal of these issues.
Singularity and catholic spirituality BIBAFull-Text 9
  Adriana Mihaela Macsut; Stefan Grosu
Technological development has advanced very much in the last hundred years. The technological future of artificial intelligent is already within sight. Progressive philosophies are already dreaming about how this future will be and the problem can be approached in either a secular or a religious way.
   Artificial intelligence has developed a special concept called singularity, seen as a philosophy, and a social movement, seen as the creation of super-intelligence which can be formulated as a possibility within the medium-term future. Thus, deliberate action ought to be taken to ensure that this technological breakthrough in IT occurs in a way that is beneficial to humans. A few years ago, the word 'Singularity' was used less often than nowadays. It can, therefore be said that there is a different kind of thinking today.
   Singularity as technological progress put before humanity a growing number of ethical issues about action in the biosphere. These conditions claim the role of ethics to develop a code of ethics, knowledge and information in the doctrine of The Catholic Church. The Role of The Catholic Church begins with the right of information and teaching people how to use this tool of communication in the right way.
   The technological future built by singularity did not seem to be optimistic. It can be said that people live in a universe of knowledge. But in any civilization hauling the voice of spirituality there is a need of eternity.
The treatment of hypersexuality using the cognitive behavioral therapy and the virtual reality BIBAFull-Text 10
  Adina Cismaru Inescu
The hypersexuality entered recently the field of behavioral addictions. The sexual addiction is "a dependency relationship between a person and an abnormal or deviant sexual behavior." To evaluate the therapeutic impact of virtual reality in this type of addiction, we are currently studying two groups of 25 persons each, the first being treated with conventional CBT (Cognitive Behavioral Therapy), the second group being treated with CBT and virtual reality.
Better than well-being: the scope of transhumanism in the context of educational philosophy BIBAFull-Text 11
  David Lewin; Anthony Edwards
Philosophers continue to raise the question of the nature of the good life. Educational philosophers in particular seek to define the nature of well-being in order to direct educational endeavors appropriately, and much has been said about the different conceptions of well-being that educators look towards. In this paper we consider how transhumanists or posthumanists have attempted to think beyond well-being. Our purpose here is not to suggest that we have arrived at a meaning of being or well-being and that it is now time move on towards a transhuman future. On the contrary, the transhuman vision beyond the present tells us more, we argue, about the limitations of our understanding of the depth of well-being. What might seem like rather fantastical and fictional presentations of the goal of education are not as distant as they seem; the practical implications of modern technology increasingly require us to face the projection of humanity in our own image. It is argued that a theological conception of human nature will provide some insight into transcendence that transhumanism does not consider.
Substantial life extension and quality of life BIBAFull-Text 12
  Christopher Wareham; Frédérique Pain; Pierrick Thebault
Caloric restriction mimetics (CRMs) are emerging biotechnologies that promise to substantially enhance human lifespan. CRMs like resveratrol, metformin and rapamycin have been extensively tested in animals and have undergone clinical trials in humans, with positive indications for extended lifespan. This raises important questions for individuals and society: Is it really better to have a longer life? Would life-extending biotechnologies contribute to social problems like overpopulation? Will CRMs increase the longevity gap between haves and havenots? Worryingly, many of these concerns are neglected, both in individual choices and in social policy. The imminent availability of interventions that substantially increase lifespan creates an urgent need for informed individual and policy decisions. As a step in this direction I focus on whether life extension by CRMs would make a person's life better. One of the greatest fears in this regard is that lifespan augmenting technologies would result in a prolonged old age, and an extended period spent in intolerably poor health. On the basis of empirical studies, I claim that CRMs will not result in worse health than is normally the case in old age. However, since they slow down the ageing process they will extend the period in which one is more susceptible to the diseases of old age. Though preferable to substantially worse health, prolonged old age may seem undesirable to some. I make the case that CRMs would most likely improve one's quality of life. This is because they would add to life's value by increasing the number of years spent in good health. Moreover, I argue that even years spent in worse health, above a certain level, can contribute to the goodness of life. These considerations mean that this emerging biotechnology is likely to increase both the quantity and quality of life, and should provide part of the basis for informed decisions about the individual consequences of extending lifespan using CRMs.

People, places, things: designing services, interactions and experiences for the post-PC era

Towards the factory of future an integrated approach of material-processes-information-human being BIBAFull-Text 13
  Florent Laroche; Felipe Bordeu; Alain Bernard; Francesco Chinesta
This article deals with the propositon of a new generation of our industrial factories. The integration of the most resulting advanced techniques will lead to a change of paradigm in the definition of new efficient production systems. In this article, we develop the main ideas of the project ARTUR. The core is to build new and executable strategies for embedding both current and new simulation capabilities into factory material processing and product evaluation; thereby creating a human friendly "robotic" factory environment where online simulation can control both process and product performance in real-time.
Social concerns of ubiquitous computing: between "user experience" and "social imaginary" theory BIBAFull-Text 14
  Iwan Barth; Nicolas Vuillerme
In this paper, we deal with roots and limits of "user experience" approach to address social concerns of ubiquitous computing. Then we give an overview of "social imaginary" theory, used to investigate social outcomes of ubiquitous system design for domestic space. In conclusion, we try to apply autonomy and heteronomy concepts to the practice in general technology and medicine technology.
AccuMotion: intuitive recognition algorithm for new interactions and experiences for the post-PC era BIBAFull-Text 15
  Takuya Sakai; Wataru Fujimura; Songer Robert; Takayuki Kosaka; Akihiko Shirai
This article contributes to the improvement of natural user interfaces (NUI) using depth-based kinematics recognition tools like the Microsoft Kinect. The proposed method, "AccuMotion" is comprised of tracking sequential key poses as accumulated motion. The AccuMotion recognition algorithm is based on multiple kinematics evaluation functions that evaluate the dot products of target bone structures with the user's kinematic bone structure. Each function continuously outputs a similarity ratio between its respective target and input from the user's kinematic data. Target bone structures are defined by the developers as ideal or arbitrary values. This method is effective for a wide range of users due to its use of a kinematics data that allows for differences of length in user bones. The same target poses apply to a wide range of users through the use of a generic algorithm and user profiling. As an experiment, the recognition function was tested for four directional inputs indicated by user arm movements. The results suggest AccuMotion is suitable for navigating presentation software such as slideshows and video players with solid stability.
Electrotactile touch surface by using transparent graphene BIBAFull-Text 16
  Z. Radivojevic; P. Beecher; C. Bower; S. Haque; P. Andrew; T. Hasan; F. Bonaccorso; A. C. Ferrari; B. Henson
In this work we present a flexible Electrostatic Tactile (ET) surface/display realized by using new emerging material graphene. The graphene is transparent conductor which successfully replaces previous solution based on indium-thin oxide (ITO) and delivers more reliable solution for flexible and bendable displays. The electrostatic tactile surface is capable of delivering programmable, location specific tactile textures. The ET device has an area of 25 cm², and consists of 130 μm thin optically transparent (>76%) and mechanically flexible structure overlaid unobtrusively on top of a display. The ET system exploits electro vibration phenomena to enable on-demand control of the frictional force between the user's fingertip and the device surface. The ET device is integrated through a controller on a mobile display platform to generate fully programmable range of stimulating signals. The ET haptic feedback is formed in accordance with the visual information displayed underneath, with the magnitude and pattern of the frictional force correlated with both the images and the coordinates of the actual touch in real time forming virtual textures on the display surface (haptic virtual silhouette). To quantify rate of change in friction force we performed a dynamic friction coefficient measurement with a system involving an artificial finger mimicking the actual touch. During operation, the dynamic friction between the ET surface and an artificial finger stimulation increases by 26% when the load is 0.8 N and by 24% when the load is 1 N.
MoleBot: a robotic creature based on physical transformability BIBAFull-Text 17
  Narae Lee; Ju-Whan Kim; Jungsoo Lee; Myeongsoo Shin; Woohun Lee; Alain Lioret
What would it be like to have a mole live under your table and push around objects on the table surface? We developed MoleBot, a robotic creature based on an Organic User Interface (OUI) that lives in a coffee table and interacts with small items placed on the table surface. To ensure fluid motions of the molehill cast by the MoleBot, the table surface combines its horizontal rigidity with the vertical flexibility of movable pins. The users are enabled to kinetically interact with this creature via a joystick or gestural commands.

Interactive technologies dedicated to art creation

The illusion of image or the image of illusion? BIBAFull-Text 18
  Anabela Costa
Technology has transformed our concept of image representation; the sense of movement itself has gained an immaterial dimension, completely transforming the idea of representation. The object turns out to be the illusion of movement itself, which becomes a multi sensory experience reaching a psychological level of reality. Contemplation gives place to a new fruition space and the viewer get a new status: viewer-user. The work is multifaceted and reveals itself through intervention related of course to different behaviors potentially expressed by the users.
smARTbox: out-of-the-box technologies for interactive art and exhibition BIBAFull-Text 19
  Martin Fischbach; Marc E. Latoschik; Gerd Bruder; Frank Steinicke
Recent developments in the fields of interactive display technologies provide new possibilities for engaging visitors in interactive three-dimensional virtual art exhibitions. Tracking and interaction technologies such as the Microsoft Kinect and emerging multi-touch interfaces enable inexpensive and low-maintenance interactive art setups while providing portable solutions for engaging presentations and exhibitions. In this paper we describe the smARTbox, which is a responsive touch-enabled stereoscopic out-of-the-box technology for interactive art setups. Based on the described technologies, we sketch an interactive semi-immersive virtual fish tank implementation that enables direct and indirect interaction with visitors.
Who is this cloud? BIBAFull-Text 20
  B. Deswarte Lola; Lioret Alain; Tannery Barbara
WHO IS THIS CLOUD? is a generative artwork in progress. It is a piece of art dedicated to the memory of a loved one and the idea of existence and transformation. The computer "Beings" will be animated according to their inner program, to weather sensors as well with the viewer behavior 'sensors.
Inter Screen, between humans and avatars BIBAFull-Text 21
  Amato Etienne-Armand; Sistach Claire; Haute Lucile; Marc Pallot; Emilie Loup-Escande
What happens when an interactive installation invites avatars and simple human beings to induce recognition and mutual understanding? Inter Screen has tried this experiment with a wide audience. The purpose of this paper is to explain this unusual and easily accessible apparatus, and to present initial results. In this way, it highlights the uniqueness of intersubjective relations involving avatars in an artistic and scientific context.

Living lab: emerging technologies for collaborative design of products and services

3D-live: live interactions through 3D visual environments BIBAFull-Text 22
  Marc Pallot; Petros Daras; Simon Richir; Emilie Loup-Escande
This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events.
Virtual reality as a support tool for ergonomic-style convergence: multidisciplinary interaction design methodology and case study BIBAFull-Text 23
  Lionel Bennes; Florence Bazzaro; Jean-Claude Sagot
The very competitive industrial context compels companies to fasten every new product design and underestimate the integration of the human factor. In order to keep designing user satisfactory products, a human centered, concurrent and collaborative product design methodology has been proposed. The setting up of this methodology is complicated by the difficulties of collaboration between professions. In order to overcome these difficulties, the use of virtual reality as an intermediate design representation is proposed through the implementation of immersive convergence support tools. In order to develop these specific applications, the ASAP methodology, aiming to assist immersive software designers, is proposed. This methodology is an on-going research work and this paper presents a case study: the design of a support tool for ergonomic-style convergence.
E-commerce and web 3D for involving the customer in the design process: the case of a gates 3D configurator BIBAFull-Text 24
  Romain Rolland; Etienne Yvain; Olivier Christmann; Emilie Loup-Escande; Simon Richir; Akihiko Shirai
This paper aims to show to what extent the Web3D is an advantage for Living Lab paradigm. A state-of-the-art of Web3D solutions for e-commerce enabled us to select the most suitable functionalities and properties for designing a gates 3D configurator for person from the general public. This project was done in the context of an Action-Research. Twenty seven participants evaluated this tool. Results show that an interactive 3-dimensional visualization of the object is an advantage for the sale, because a single image does not usually allow user to imagine the product in its future environment. The use of Web3D for e-commerce gives the customer the ability to get involved in the design process. This point is a first answer to a research question on the role and definition of Living Labs.

ReVolution session

TECHTILE toolkit: a prototyping tool for design and education of haptic media BIBAFull-Text 25
  Kouta Minamizawa; Yasuaki Kakehi; Masashi Nakatani; Soichiro Mihara; Susumu Tachi
There has been many haptic devices proposed so far, but most of them are still in emerging stage. To attract the interest of potential users of haptics such as designers, educators, and students, it is necessary to provide easy-to-make and easy-to-use haptic device. We then developed an introductory haptic device named "TECHTILE toolkit". Current prototype is composed of haptic recorder, haptic reactor, and signal amplifier that is optimized to present not only zone of audibility but also low frequency vibrotactile sensation. This toolkit is intuitive to use and can be developed with low cost. We are currently holding a number of workshops to confirm that this device is suitable as an educational tool for learning possible applications of haptics design.
SplashDisplay BIBAFull-Text 26
  Yasushi Matoba; Taro Tokui; Ryo Sato; Toshiki Sato; Hideki Koike
'SplashDisplay' is a system developed to attempt real time volumetric display. This system implements air pressure generated by an x-y coordinate based projectile launching speaker through a bed of projectile beads to simulate a real-time 3D "explosion" like effect. The projectile beads act as a projection medium for a top-mounted visible light projector; and through synchronized timing of these components, it is possible to create 3D, tangible effects at will. Also, by using IR LED and IR sensitive cameras, user interaction can be added to this system to allow for an interactive surface. The result of these components is a dynamic, interactive, real-time "explosion" simulation game that can be used to confirm the innovative construct of this suggested system.
From Mobie to Neu: 3D animated contents controlled by a brain-computer interface BIBAFull-Text 27
  Marco Marchesi
This paper summarizes the goals achieved by the project Mobie during the last year, in the field of Brain-Computer Interfaces (BCIs) applied to the interactive cinema. It will be showed how it will evolve to Neu, a new system for the creation of smart 3D environments where the user will interact and play with the brain waves. It will be explained how it would generalize the concepts used in Mobie and will be introduced the basic concept of brain influence in a computer generated environment and how the mental states can affect the objects placed virtually. Some final considerations will be discussed in the conclusions section.
Ethereal flashcards: contextual vocabulary learning tool using indoor wireless positioning BIBAFull-Text 28
  Norimichi Idehara; Takahiro Ushirogi
Ethereal Flashcards is a system to provide the user a second language vocabulary learning tool. The system automatically switches the dictionary according to the user's position area indoors. The circumstance enhances the impression of the word that would make the memory stronger. The position of the user is categorized to registered areas using kernel method. The dictionaries are expanded semi-automatically as the user's acquisition progresses.
Haptic duplicator BIBAFull-Text 29
  Yuta Takeuchi; Sho Kamuro; Kouta Minamizawa; Susumu Tachi
We propose a haptic interface for touching 3DCG models based on the tactile copy & paste technology. In case of conventional systems for providing haptic sensation of touching virtual objects, it is challenging to reproduce realistic surface textures of objects. By scanning vibrotactile stimulation as audio signals, we realized recording of textures of real objects and reproducing of them with a wearable haptic glove with force and vibrotactile feedbacks. In our system, the user can appreciate a number of virtual objects with various scanned textures, and also, change their textures by haptic copy & paste from real objects to virtual 3DCG models.
What is transhumanism today in France? BIBAFull-Text 30
  Marc Roux; Didier Coeurnelle; David Latapie
The purpose of this paper is to give an overview of the ways in which the Transhumanist movement in France may be understood and experienced through the ideas chiefly derived from the Association Française Transhumaniste: Technoprog!, currently the only structured organization in France that openly claims to be Transhumanist.
   I will first present the major principles and values that unite the members of the association, then some propositions that we address to society, possibly in its political dimension.