[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Workshop: Challenges for XR in Digital Entertainment

  • Conference paper
  • First Online:
Entertainment Computing – ICEC 2021 (ICEC 2021)

Abstract

Extended Reality as a consolidated game platform was always a dream for both final consumers and game producers. If for one side this technology had enchanted and called the attention due its possibilities, for other side many challenges and difficulties had delayed its proliferation and massification. This workshop intends to rise and discuss aspects and considerations related to these challenges and solutions. We try to bring the most relevant research topics and try to guess how XR games should look in the near future. We divide the challenges into 7 topics: Cybersickness, User Experience, Displays, Rendering, Movements, Body Tracking and External World Information.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 79.50
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 99.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Fove’s \$250,000 kickstarter campaign wants to bring eye-tracking control to virtual reality, April 2021. https://thenextweb.com/news/foves-250000-kickstarter-campaign-wants-to-bring-eye-tracking-control-to-virtual-reality. Accessed 28 July 2021

  2. Albert, R., Patney, A., Luebke, D., Kim, J.: Latency requirements for foveated rendering in virtual reality. ACM Trans. Appl. Percept. (TAP) 14(4), 1–13 (2017)

    Article  Google Scholar 

  3. Cannavò, A., Calandra, D., Pratticò, F.G., Gatteschi, V., Lamberti, F.: An evaluation testbed for locomotion in virtual reality. IEEE Trans. Vis. Comput. Graph. 27(3), 1871–1889 (2021). https://doi.org/10.1109/TVCG.2020.3032440

    Article  Google Scholar 

  4. Caserman, P., Garcia-Agundez, A., Göbel, S.: A survey of full-body motion reconstruction in immersive virtual reality applications. IEEE Trans. Vis. Comput. Graph. 26(10), 3089–3108 (2019)

    Article  Google Scholar 

  5. Cherni, H., Métayer, N., Souliman, N.: Literature review of locomotion techniques in virtual reality. Int. J. Virtual Reality 20(1), 1–20 (2020). https://doi.org/10.20870/IJVR.2020.20.1.3183, https://ijvr.eu/article/view/3183

  6. Curry, C., Li, R., Peterson, N., Stoffregen, T.A.: Cybersickness in virtual reality head-mounted displays: examining the influence of sex differences and vehicle control. Int. J. Hum.-Comput. Inter. 36(12), 1161–1167 (2020)

    Article  Google Scholar 

  7. Dennison, M.S., D’Zmura, M.: Cybersickness without the wobble: experimental results speak against postural instability theory. Appl. Ergon. 58, 215–223 (2017)

    Article  Google Scholar 

  8. Dutta, A., Mondal, A., Dey, N., Sen, S., Moraru, L., Hassanien, A.E.: Vision tracking: a survey of the state-of-the-art. SN Comput. Sci. 1(1), 1–19 (2020)

    Article  Google Scholar 

  9. Grassini, S., Laumann, K.: Are modern head-mounted displays sexist? A systematic review on gender differences in HMD-mediated virtual reality. Front. Psychol. 11, 1604 (2020)

    Article  Google Scholar 

  10. Han, S., et al.: MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality. ACM Trans. Graph. 39(4), 87 (2020)

    Article  Google Scholar 

  11. Hodent, C.: The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design. CRC Press (2017). https://books.google.com.br/books?id=JzyhDwAAQBAJ

  12. Jeong, D., Yoo, S., Yun, J.: Cybersickness analysis with EEG using deep learning algorithms. In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 827–835. IEEE (2019)

    Google Scholar 

  13. Jiang, F., Yang, X., Feng, L.: Real-time full-body motion reconstruction and recognition for off-the-shelf VR devices. In: Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, vol. 1, pp. 309–318 (2016)

    Google Scholar 

  14. Jonathan, E., Roberts, C., Presentation, S., Razzaque, S., Kohn, Z., Whitton, M.: Redirected walking. In: Proceedings of Eurographics (2001)

    Google Scholar 

  15. Kasahara, S., et al.: Malleable embodiment: changing sense of embodiment by spatial-temporal deformation of virtual human body. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 6438–6448 (2017)

    Google Scholar 

  16. Kemeny, A., Chardonnet, J.R., Colombet, F.: Getting Rid of Cybersickness: In Virtual Reality, Augmented Reality, and Simulators. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-59342-1

  17. Kim, J., Kim, W., Oh, H., Lee, S., Lee, S.: A deep cybersickness predictor based on brain signal analysis for virtual reality contents. In: Proceedings of the IEEE International Conference on Computer Vision, pp. 10580–10589 (2019)

    Google Scholar 

  18. Kolasinski, E.M.: Simulator sickness in virtual environments. Technical Report. DTIC Document (1995)

    Google Scholar 

  19. Marques, B.A.D., Clua, E.W.G., Vasconcelos, C.N.: Deep spherical harmonics light probe estimator for mixed reality games. Comput. Graph. 76, 96–106 (2018). https://doi.org/10.1016/j.cag.2018.09.003

    Article  Google Scholar 

  20. Matsumoto, K., Ban, Y., Narumi, T., Yanase, Y., Tanikawa, T., Hirose, M.: Unlimited corridor: redirected walking techniques using visuo haptic interaction. In: ACM SIGGRAPH 2016 Emerging Technologies, SIGGRAPH 2016. Association for Computing Machinery, New York (2016). https://doi.org/10.1145/2929464.2929482

  21. de Oliveira, E., Clua, E.W.G., Vasconcelos, C.N., Marques, B.A.D., Trevisan, D.G., de Castro Salgado, L.C.: FPVRGame: deep learning for hand pose recognition in real-time using low-end HMD. In: van der Spek, E., Göbel, S., Do, E.Y.-L., Clua, E., Baalsrud Hauge, J. (eds.) ICEC-JCSG 2019. LNCS, vol. 11863, pp. 70–84. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-34644-7_6

    Chapter  Google Scholar 

  22. Pandey, R., et al.: Total relighting: learning to relight portraits for background replacement. ACM Trans. Graph. (TOG) 40, 1–21 (2021). https://doi.org/10.1145/3450626.3459872

    Article  Google Scholar 

  23. Porcino, T., Rodrigues, E.O., Silva, A., Clua, E., Trevisan, D.: Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games. In: 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–8. IEEE (2020)

    Google Scholar 

  24. Rietzler, M., Gugenheimer, J., Hirzle, T., Deubzer, M., Langbehn, E., Rukzio, E.: Rethinking redirected walking: on the use of curvature gains beyond perceptual limitations and revisiting bending gains, pp. 115–122 (2018). https://doi.org/10.1109/ISMAR.2018.00041

  25. Slater, M., Wilbur, S.: A framework for immersive virtual environments (five): speculations on the role of presence in virtual environments. Presence: Teleoper. Virtual Environ. 6(6), 603–616 (1997)

    Google Scholar 

  26. Sun, Q., et al.: Towards virtual reality infinite walking: dynamic saccadic redirection. ACM Trans. Graph. (TOG) 37(4), 67 (2018)

    Article  Google Scholar 

  27. Swafford, N.T., Iglesias-Guitian, J.A., Koniaris, C., Moon, B., Cosker, D., Mitchell, K.: User, metric, and computational evaluation of foveated rendering methods. In: Proceedings of the ACM Symposium on Applied Perception, pp. 7–14 (2016)

    Google Scholar 

  28. Taylor, J., et al.: Articulated distance fields for ultra-fast tracking of hands interacting. ACM Trans. Graph. (TOG) 36(6), 1–12 (2017)

    Article  Google Scholar 

  29. Valente, L., Feijó, B., do Prado Leite, J.C.S., Clua, E.: A method to assess pervasive qualities in mobile games. Pers. Ubiquitous Comput. 22(4), 647–670 (2018)

    Google Scholar 

  30. Weier, M., et al.: Foveated real-time ray tracing for head-mounted displays. In: Computer Graphics Forum, vol. 35, pp. 289–298. Wiley (2016)

    Google Scholar 

  31. Xie, N., Ras, G., van Gerven, M., Doran, D.: Explainable deep learning: a field guide for the uninitiated. arXiv:2004.14545 (2020)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Esteban Clua .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Clua, E. et al. (2021). Workshop: Challenges for XR in Digital Entertainment. In: Baalsrud Hauge, J., C. S. Cardoso, J., Roque, L., Gonzalez-Calero, P.A. (eds) Entertainment Computing – ICEC 2021. ICEC 2021. Lecture Notes in Computer Science(), vol 13056. Springer, Cham. https://doi.org/10.1007/978-3-030-89394-1_43

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-89394-1_43

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-89393-4

  • Online ISBN: 978-3-030-89394-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics