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10.1145/3623509.3635321acmconferencesArticle/Chapter ViewAbstractPublication PagesteiConference Proceedingsconference-collections
abstract

Tangible VFX: Physical Objects with Added VFX Effects

Published: 11 February 2024 Publication History

Abstract

The author has been engaged in research and creation of works aimed at applying VFX used in video expressions to tangible objects. In this paper, we refer to the outcomes of such endeavors as Tangible VFX. The device developed for this purpose is capable of applying visual effects categorized under "bokeh" and "glitch," commonly utilized in video expressions, to physical objects. This paper details the methodology that employs vibration actuators and LEDs to apply effects corresponding to bokeh and glitch directly onto tangible objects. Furthermore, two content pieces utilizing this device were created and showcased to five video creators, followed by a survey evaluation.

Supplemental Material

MP4 File
Tangible VFX: Physical Objects with Added VFX Effects demo video.

References

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[1] KOHEI NAWA. 2009. PixCell-RGB-Picture#2. Retrieved October 22, 2023 from http://kohei-nawa.net/projects_category/pixcell/
[2]
[2] KENICHI NAKAYA. 2021. glitch raccoon dog. Retrieved October 22, 2023 from https://mediaambitiontokyo.jp/art/bra6xop6xtkc/
[3]
[3] Han Hsu-Tung. 2019. Sound of the Wind. Video. (6 November 2019). Retrieved October 22, 2023 from https://vimeo.com/371500367
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[4] Takashi Fukaya, Toshio Iwai, and Yuko Yamanouchi. 2006. Morphovision. In ACM SIGGRAPH 2006 Emerging technologies (SIGGRAPH ’06). pp. 22–es.
[5]
[5] PANTOGRAPH. 2016. Animation Turntable. Retrieved October 22, 2023 from https://www.ntticc.or.jp/ja/archive/works/animation-turntable/
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[6] Random International. 2016. Blur Mirror. Retrieved October 22, 2023 from https://www.random-international.com/blur-mirror-2016
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[7] Junpei Miyamoto, Hideki Koike, and Toshiyuki Amano. 2018. Gaze Navigation in the Real World by Changing Visual Appearance of Objects Using ProjectorCamera System. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (VRST ’18). November 2018, Article 14, 5 pages. https://doi.org/10.1145/3281505.3281537
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[8] Takashi Nomoto, Ryo Koishihara, and Yoshihiro Watanabe. 2020. Realistic Dynamic Projection Mapping Using Real-Time Ray Tracing. In ACM SIGGRAPH 2020 Emerging Technologies (SIGGRAPH ’20). August 2020, Article 13, pp. 1-2. https://doi.org/10.1145/3388534.3407297

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Published In

cover image ACM Conferences
TEI '24: Proceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction
February 2024
1058 pages
ISBN:9798400704024
DOI:10.1145/3623509
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 11 February 2024

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Author Tags

  1. blur
  2. bokeh
  3. glitch
  4. real world
  5. vibration
  6. visual saliency

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  • Abstract
  • Research
  • Refereed limited

Data Availability

Tangible VFX: Physical Objects with Added VFX Effects demo video. https://dl.acm.org/doi/10.1145/3623509.3635321#tei24_99_demo.mp4

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TEI '24
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Overall Acceptance Rate 393 of 1,367 submissions, 29%

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TEI '25

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