From optical systems using linear polarizers to tactile sensations in virtual reality, SIGGRAPH previews highlights of content to be featured in Vancouver
CHICAGO, June 17, 2022 /PRNewswire/ — SIGGRAPH 2022 is upping the ante with 26 research projects selected from more than 100 submissions from 27 countries under its Emerging Technologies and Immersive Pavilion programs this summer. The chosen projects cover breakthroughs in the evolution of technology in many subfields of computer graphics and interactive techniques. The 49th Annual Conference will take place August 8-11 in person, with on-demand talks from scholars available virtually July 25-October 31, 2022.
Breakthroughs in the evolution of technology cross many subfields of computer graphics and interactive techniques.
“I’m excited to share the 2022 program, which showcases the latest innovations in computer graphics and interactive techniques through some really exciting use case scenarios,” shared Mk Haley, President of SIGGRAPH 2022 Emerging Technologies. “This year, the installations will take attendees through experiences that celebrate sensation, accessibility, virtual displays, and even electrical muscle stimulation, to name a few. The SIGGRAPH Emerging Technologies program continues to uncover the next generation of contributors from around the world.”
Highlights of the Emerging Technologies program will be featured in Vancouver to understand:
Corrugated cover: dynamic liquid distribution for multiple tactile feedbacks using a rewired piping system
Contributors: Ping Hsuan Han, Yu-Yen Chen, Wu-Ting Stove, Hui-Wen Hsu, Jin Rong Jiang, Wen Jun WuNational Taipei University of Technology
Perceiving multiple tactile sensations in virtual reality is one of the keys to enabling a captivating and immersive experience. This article introduces Waving Blanket, which is the result of their goal to provide multiple stimulations in a single technique to reduce the effort of integrating haptic devices.
ReQTable: square table screen that provides double-sided in-air images to each of the four users
Contributors: Mizuki Takenawa, Tomoyo Kikuchi, Yuchi Yahagi, Shogo Fukushima, Takeshi NaemuraThe University of Tokyo
This article offered an optical system displaying double-sided aerial images to each of our four users. In this study, they proposed methods to suppress unwanted light (stray light) using a linear polarizer and VCFs.
Electrical Head Actuation Demonstration: Allowing Interactive Systems to Directly Manipulate Head Orientation
Contributors: Yudai Tanaka, Shan Yuan Teng, June Nishida, pedro lopes, University of Chicago
This research demonstrates a new interface concept where interactive systems directly manipulate the orientation of the user’s head through two applications: finding visual targets in mixed reality while the system guides their point of view; a VR rollercoaster where the user’s head nods as the ride speeds up.
Induction of the sense of embodiment for people with reduced lower body mobility and sensation with partial visuomotor stimulation
Contributors: Hyuckjin Jang, Taehei Kim, Seo Young Oh, Jeongmi Lee, Sunghee Lee, Sang Ho YoonKorea Advanced Institute of Science and Technology (KAIST)
In this research, they demonstrate a partial visuomotor technique based on tracking upper body movements to induce a sense of embodiment (SoE) for people with reduced lower body mobility and sensation (PRLMS). Following the methods, they found the potential positive effect of partial visuomotor on SoE in PRLMS asynchronous VR experiment.
“For 2022, the Immersive Pavilion will highlight research that shows exciting and new use cases for working in the metaverse, immersive gameplay, live virtual reality performance, and exploratory use cases of augmented hardware in covering several aspects of virtual reality, augmented and mixed reality,” said SIGGRAPH 2022 Immersive Pavilion Chair Derek Ham. “It’s exciting to see how technologies are pushing boundaries to help advance the way we communicate, create and learn.”
Highlights of the Immersive Pavilion 2022 include:
Review of My trip: Seamless interaction in virtuality and reality with digital fabrication and sensory feedback
Contributors: Miguel Ying Jie So, Ching Lui, Yvone Tsai Chen, Zin Yin Lim, Ping Hsuan HanNational Taipei University of Technology
This research explores the possibilities of integrating seamless interactions in virtuality and reality. They allow the choices users make in the virtual world to be transmitted to the real world, improving the connection between reality and the virtual world.
Mixed reality collaboration for complementary working styles
Contributors: Keru Wang, Zhu Wang, Karl Rosenberg, Zhenyi He, Dong Woo Yoo, Un Joo Christophe, Ken PerlinNYU Future Reality Lab / Courant Institute
This project combines immersive VR, multitouch AR, real-time volumetric capture, multi-scale robot-operated tangible interfaces, spatial audio, and live coding in service of a human-centric way of collaborating. Bring your own unique talents and preferences to solve these complex problems together in a shared mixed reality world.
Contributors: Isjtar Vandebroeck, Eric JorisCREW
This nomadic connectionless VR experience combines socially intelligent avatars, a live actor and impressive environments to deliver technology developed under the PRESENT EU Horizon 2020 research project. This one-on-one performance builds on the crowd animation and simulation technology developed by Inria and Cubic Motion (Epic Games).
In Search of the Plastic Image: A Media Archeology of Scan Processing Living with Olfactory Dysfunction: A Multisensory Virtual Reality Experience
Contributors: Yuting WangZiqing Li, BroadAR
This project is an immersive multi-sensory VR experience that explores the daily struggles of people with invisible disabilities, such as smell dysfunction. Using new motion capture techniques, real-time olfactory mapping, animations and 360º videos, “Living with Olfactory Dysfunction” puts the audience in the shoes of someone with an olfactory disorder. smell.
Contributors: Jacques Castillo, Luc Gibard, Jack ShawNo ghost; Antoine CayrolAtlas V
Join Lola, a disenchanted young woman who arrives in Madrid empty his uncle’s apartment from which he is separated after he was pronounced dead, to immerse himself in an interactive VR experience inspired by film noir. These 45-minute mystery adventures unfold in two acts in this VR movie
Made in brooklyn Games
Contributors: Hessvacio Hassan, Alicia Marisal, Made in brooklyn Games; Manny MarquezAnimation JustChop; Niko Korolog, Niko Korolog Music; Olga AndreevaXantara
The Museum Multiverse experience encompasses an abandoned and sealed museum, a microcosm of society’s diminished view of minority artists and history’s selective amnesia towards the contributions of people of color during this immersive experience. The hope is to rectify the injustice of the under-representation these artists receive in mainstream popular culture and to give a voice to the unknown and the forgotten.
Access to the SIGGRAPH 2022 Emerging Technologies and Immersive Pavilion programming is available at various registration levels. Learn more and register for the conference at s2022.SIGGRAPH.org/register.
About ACM, ACM SIGGRAPH, and SIGGRAPH 2022
MCA, the Association for Computing Machinery, is the world’s largest educational and scientific computing society, bringing together educators, researchers, and professionals to inspire dialogue, share resources, and address challenges in the field. ACM SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. The SIGGRAPH conference is the world’s leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2022, the 49th annual conference hosted by ACM SIGGRAPH, will run as a hybrid event, with live events August 8-11 at the Vancouver Contention Center and virtual content available July 25-October 31. Click here for news from the conference and its partners.
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