scholarly journals “Mother and son: Reality versus art in virtual reality. Staging an atmospheric performance with immersive technologies”

Ambiances ◽  
2021 ◽  
Author(s):  
Maxime Le Calvé
2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


2019 ◽  
Vol 29 ◽  
pp. 03006 ◽  
Author(s):  
Silviu Vert ◽  
Diana Andone ◽  
Radu Vasiu

Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.


Author(s):  
Dieu Hoang ◽  
Ehsan Naderi ◽  
Renée Cheng ◽  
Bijan Aryana

AbstractIn the first quarter of the new millennium, the immersive technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are only a few steps away from becoming the mainstream tools within the design industry. This study investigated the internal and external barriers of technology adoption within design-oriented businesses. A mixed method was used to collect and analyze the data from the employees of a large design firm. This research confirmed that external barriers such as funding, technical support, training, and business strategy that exist at the organizational level are interrelated with the internal barriers such as designers’ and managers’ perception and attitude toward the new technologies. The managerial applications were discussed later and the directions for future research were provided.


Screen Bodies ◽  
2019 ◽  
Vol 4 (2) ◽  
pp. 39-58
Author(s):  
Kellie Marin

This article introduces the concept of “pseudo-sousveillance” as simulated sousveillance practices created by the sensory environments of immersive technologies. To advance this concept, I analyze the virtual reality (VR) experience “Use of Force” that immerses participants within the scene of the night during which immigrant Anastasio Hernandez Rojas was beaten by border patrol officers at the San Ysidro Port of Entry. I argue that the pseudo-sousveillance practices of cellphone recording and surveillance from above enlist users to be active participants in resisting dominant surveillance practices by constructing alternative narratives about immigrant experiences, exposing the overreach of the border patrol, and revealing the limits of surveillance in immigration control. I then discuss the implications that pseudo-sousveillance has for rethinking the rhetorical power of emerging technologies and sousveillance in a surveillant age.


2022 ◽  
pp. 34-54
Author(s):  
Christine M. Baker

Few digital technologies have captured the world's imagination as much as the cluster of immersive experiences usually labelled virtual reality, augmented reality, and extended reality. A certain mythology has grown up around these technologies, their purpose, application, benefits, and risks. This chapter addresses these elements, offering insights into real-world applications and some thoughts about how the technologies could evolve. A limiting factor when writing about immersive technologies is the lack of comprehensive research into real-life applications and their long-term effects. In addition, there is a tendency for potential users and commentators to become overly optimistic about the latest developments in this niche. This research adopts an interpretivist qualitative approach, based on a review of existing literature and web sources, and the author's personal experiences as an industry professional. What is clear is that these technologies are not a passing fad and are likely to shape the human experience in social, economic, and technological terms in future years.


2020 ◽  
Vol 14 (3) ◽  
pp. 187-199
Author(s):  
Nigel Newbutt ◽  
Matthew M. Schmidt ◽  
Giuseppe Riva ◽  
Carla Schmidt

Purpose The purpose of this paper is to identify three key areas where autistic people may find themselves impacted through COVID-19, namely, education; employment; and anxiety. Design/methodology/approach This paper provides some views based on the extensive experience of using immersive technologies for the utilisation and application with autistic groups during COVID-19. Findings This paper offers some examples of immersive technology application that might be helpful for practitioners, services and others to consider in overcoming possible challenges faced by people with autism. Originality/value This opinion piece offers expert insights to the role immersive technologies and virtual reality might play during COVID-19 in the lives of autistic groups.


Author(s):  
A. Klippel ◽  
P. Sajjadi ◽  
J. Zhao ◽  
J. O. Wallgrün ◽  
J. Huang ◽  
...  

Abstract. The synergies of advances in environmental sensing and modeling and the mainstreaming of immersive technologies lay the foundation for a theoretical grounding of embodied digital twins. Embodied digital twins draw on an established understanding of the importance of place for environmental sciences as well as a paradigmatic shift in the cognitive sciences toward embodied cognition. Nonetheless, the excitement of realizing embodied experiences through immersive technologies such as augmented and virtual reality stands in stark contrast to a lack of consistent terminology and empirical research. In this vision paper, we are proposing to draw more deeply on the theoretical basis of embodied cognition and to establish research frameworks for advancing embodied digital twins. We discuss several examples for turning environmentally sensed and modeled information into high-fidelity immersive experiences and provide a discussion and outlook on critical topics to address.


2020 ◽  
pp. 55-60
Author(s):  
I.V. Simonov

One of the causes of accidents at industrial enterprises is most often the human factor. In pursuit of zero injury, industrial companies strive to improve the quality of employee training. Solutions based on immersive technologies are being introduced into the production process, for example, simulators for training employees to work with equipment based on virtual reality (VR) or three-dimensional graphics (3-dimensional, 3D). Such technologies replace the practice of working on real equipment and allow deeper training of skills in a safe environment. In addition, using virtual reality, you can simulate any emergency situations that are unacceptable to be created on real objects. All this subsequently helps to reduce the negative impact of the human factor on production, and therefore, to reduce the likelihood of injuries, accidents or even fatalities at enterprises.


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