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- research-articleJuly 2021
We Dare You: A Lifecycle Study of a Substitutional Reality Installation in a Museum Space
Journal on Computing and Cultural Heritage (JOCCH), Volume 14, Issue 3Article No.: 34, Pages 1–21https://doi.org/10.1145/3439862In this article, we present a lifecycle study of We Dare You, a substitutional reality installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while ...
- extended-abstractMay 2021
Everyday Proxy Objects for Virtual Reality
- Florian Daiber,
- Donald Degraen,
- André Zenner,
- Tanja Döring,
- Frank Steinicke,
- Oscar Javier Ariza Nunez,
- Adalberto L. Simeone
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 101, Pages 1–6https://doi.org/10.1145/3411763.3441343Immersive virtual experiences are becoming ubiquitous in our daily lives. Besides visual and auditory feedback, other senses like haptics, smell and taste can enhance immersion in virtual environments. Most solutions presented in the past require ...
- short-paperNovember 2020
Horror Laboratory and Forest Cabin - A Horror Game Series for Desktop Computer, Virtual Reality, and Smart Substitutional Reality
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in PlayPages 80–85https://doi.org/10.1145/3383668.3419924The games Horror Laboratory and Horror Cabin were designed to investigate ethic issues of virtual reality (VR), however, the presented work focuses on their technical implementation. Each game runs on desktop computer (PC), VR, and extended VR, namely ...
- research-articleJuly 2020
VRtefacts: Performative Substitutional Reality with Museum Objects
- Jocelyn Spence,
- Dimitrios Paris Darzentas,
- Yitong Huang,
- Harriet R. Cameron,
- Eleanor Beestin,
- Steve Benford
DIS '20: Proceedings of the 2020 ACM Designing Interactive Systems ConferencePages 627–640https://doi.org/10.1145/3357236.3395459We explore how a combination of manipulations and transitions can extend Substitutional Reality to create a highly personal Virtual Reality experience. Our design aimed to meet two challenges faced by museums: the limitations of object handling and the ...
- abstractApril 2020
Everyday Proxy Objects for Virtual Reality
- Florian Daiber,
- Donald Degraen,
- André Zenner,
- Frank Steinicke,
- Oscar Javier Ariza Núñez,
- Adalberto L. Simeone
CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–8https://doi.org/10.1145/3334480.3375165Immersive virtual experiences are becoming ubiquitous in our daily lives. Besides visual and auditory feedback, other senses like haptics, smell and taste can enhance immersion in virtual environments. Most solutions presented in the past require ...
- abstractJuly 2019
EyeHacker: gaze-based automatic reality manipulation
SIGGRAPH '19: ACM SIGGRAPH 2019 Emerging TechnologiesArticle No.: 12, Pages 1–2https://doi.org/10.1145/3305367.3327988In this study, we introduce EyeHacker, which is an immersive virtual reality (VR) system that spatiotemporally mixes the live and recorded/edited scenes based on the measurement of the users' gaze. This system updates the transition risk in real time by ...
- research-articleMay 2018
Inside looking out or outside looking in?: an evaluation of visualisation modalities to support the creation of a substitutional virtual environment
AVI '18: Proceedings of the 2018 International Conference on Advanced Visual InterfacesArticle No.: 29, Pages 1–8https://doi.org/10.1145/3206505.3206529Current Virtual Reality systems only allow users to draw a rectangular perimeter to mark the room-scale area they intend to use. Domestic environments can include furniture and other obstacles that hinder the ease with which users can naturally walk. By ...
- research-articleApril 2015
Substitutional Reality: Using the Physical Environment to Design Virtual Reality Experiences
CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing SystemsPages 3307–3316https://doi.org/10.1145/2702123.2702389Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of ...
- research-articleApril 2013
Reality jockey: lifting the barrier between alternate realities through audio and haptic feedback
- Kevin Fan,
- Hideyuki Izumi,
- Yuta Sugiura,
- Kouta Minamizawa,
- Sohei Wakisaka,
- Masahiko Inami,
- Naotaka Fujii,
- Susumu Tachi
CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2557–2566https://doi.org/10.1145/2470654.2481353We present Reality Jockey, a system that confuses the participant's perception of the reality by mixing in a recorded past-reality. The participant will be immersed in a spatialized 3D sound environment that is a mix of sounds from the reality and from ...