Tag Archives: Immersion

Research Demo

Virtual Excavations: Using Immersive Technologies to Visualize and Interact with Itapeva´s Archaeological Sites

Autor: Eduardo Zilles Borba, Marcio Cabral, Roseli de Deus Lopes, Marcelo Zuffo, Astolfo Araujo (Universidade de São Paulo) e Regis Kopper (Duke University)
Modalidade: Demonstração de Pesquisa em Congresso Internacional (IEEE VR 2016)
Local: Clemson University (Estados Unidos)

Abstract: This work demonstrates the methodological approach we applied to develop a fully immersive and interactive virtual environment that simulates Itapeva’s archaeological site, in Brazil. To create a realistic 3D demo, which would be relevant for research through a cyber-archaeology exploration, specific technological equipment to collect data were used, such as: laser scanner and image-based modeling. In consequence, data acquisition from these apparatus generated a huge density point clouds, requiring a many gigabytes computer storage and a research work to simplify the information in a user’s friendly virtual model. Also, to provide an immersive feeling when exploring the virtual reality we allow users to navigate through the scene using 3D input devices and head-mounted display to visualize the aesthetical and spatial elements. In resume, through a sophisticated digital simulation environment we created a telepresence sense where archaeologists can explore landscapes and its objects through a not destructive way.

Vídeo demonstrativo da pesquisa: https://www.youtube.com/watch?v=P8EF-PqIbMU

Resumo Expandido

VR THOR – Virtual Reality Training with Hotstick on Operations Risks

Autor: Eduardo Zilles Borba, Marcio Cabral, Andre Montes, Olavo Belloc e Marcelo Knorich Zuffo
Modalidade: Resumo expandido em congresso internacional (IEEE VR 2016)
Local: Clemson University (Estados Unidos)

Abstract: In this work we do present an interactive and collaborative 3D object manipulation system using off the shelf mobile devices coupled with Augmented Reality (AR) technology that allows multiple users to collaborate concurrently on a scene. Each user interested in participating in this collaboration uses both a mobile device running android and a desktop (or laptop) working in tandem.

The 3D scene was visualized by the user in the desktop system. Scene viewpoint changes and object manipulations were performed using a mobile device through the AR. The system leverages user’s knowledge of common tasks performed on current mobile devices such as pinching for zooming in and out; swiping with one or two fingers for object rotation and press-andhold for 2 seconds for object translation.

As you will see in this video, we built a prototype system (in a maze style) and performed an informal user study with three experienced VR researchers. Users had to carry a 3D cube through three square rings along the maze. In resume, we diagnosed that working in a collaborative way (users A and B) was better and easier than individual one (user C). We register more than 2 minutes late for the individual experience comparing to the teamwork. It may happen because the two player team shared information, functions and had a multi-perspective view during the task.

Vídeo demonstrativo da pesquisa: https://www.youtube.com/watch?v=yeTLMK5KvYU

Artigo Científico

Natural to the Human Interactions with Digital Interfaces: a new perspective to understand the virtual experiences

Autor: Eduardo Zilles Borba & Marcelo Knorich Zuffo
Modalidade: Artigo Científico em Congresso Internacional (IAMCR 2015)
Local: Université du Québec à Montréal (Canadá)

Resumo: This is a discussion about the evolution in the way we do interact with digital interfaces. Precisely, it’s a critical reflection on technical and technological advances of human-machine interaction mechanisms, in the sense that their transformations are leading us to an increasingly intuitive relationship with computers (from 2D to 3D, from click to touch, from joystick to gestures).

Thereby, and more importantly, this phenomenon is awaking a new way of understanding our own body, space and, even, reality projected in virtual environments (something between real and virtual, original and copy, truth and lie). In other words, leaving the modus operandi to assume the modus vivendi in our communications with digital interfaces, it’s possible to presume that possession of skills and competences managing computers or video games will no longer be a barrier. After all, we are walking to a more cognitive dialogue with machines (touch, walk, talk, etc.).

Artigo Científico

Body, image and (urban) space. Illusions of the physical presence in out-of-home advertising observation experience through a computer screen

Autor: Eduardo Zilles Borba
Modalidade: Artigo Científico em Congresso Internacional (IAMCR 2014)
Local: University of Hyderabad (Índia)

Resumo: This article aims to discuss the individual's immersive experience when exploring advertising images through a virtual world that reconstructs the visual and structural logics of a real city. This means, that its focus is based on a discussion and reflection of factors that drives the person psychologic dive (outside the screen) into a digital simulation (inside the screen). The decision on studying this communication experience is justified by the visual, corporal and spatial intensity relation among observer, image and space, even when reproduced by three-dimensional technics specifics for the computer screen language. In this sense, when transposed to the virtual universe this interaction so linked to the physical world allows to think about a series of problems/questions, not only related to the advertising image (how does the individual recognizes the message?), but, also, how he/she understands this new notion of materiality, objects, space, body and even the own reality? To this end, through a digital model developed by the author, as research process in a doctoral thesis, concluded in 2013, is recreated with computer graphics and programming the way pedestrian experiences, when walking around a small zone of the city of Porto, Portugal, the aesthetic (scenario) and the semantic (communication) of an advertising billboard affixed to a giant architectural structure in the landscape.