[iva] IEEE VR 2016 Tutorials

VR Publicity ieeevrpublicity at gmail.com
Tue Feb 23 05:56:27 CET 2016


[Apologies for cross postings]

IEEE VR 2016 Tutorials are now on the conference cite:
http://ieeevr.org/2016/program/tutorials/

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Saturday, 19th March 2016

8:30 am – 5:00 pm, Magnolia
Towards Reusable VR Frameworks: an introduction using Simulator X

Dennis Wiebusch, Marc Erich Latoschik
Abstract: In the context of VR research, the creation of disposable
software is common practice. After an application has been used in a
study or to demonstrate research results, it often is archived and
entirely new software is created in future research projects. VR
toolkits facilitate this process, but manually implemented features of
the old software often cannot be easily reused and have to be
reimplemented in large part. This tutorial aims at revealing reasons
for this situation and at proposing ways to facilitate reuse.

8:30 am – 12:15 pm, Gardenia
Human-Centered Design for Immersive Interactions

Jason Jerald
Abstract: VR has the potential to provide experiences and deliver
results that cannot be otherwise achieved. However, interacting with
immersive applications is not always straightforward and it is not
just about an interface for the user to reach their goals. It is also
about users working in an intuitive manner that is a pleasurable
experience and devoid of frustration. Although VR systems and
applications are incredibly complex, it is up to designers to take on
the challenge of having the VR application effectively communicate to
users how the virtual world and its tools work so that those users can
achieve their goals in an elegant manner.

1:45 pm – 5:00 pm, Gardenia
Structural Equation Modeling for Human-Subject Experiments in Virtual
and Augmented Reality

Jason Jerald
Abstract: VR has the potential to provide experiences and deliver
results that cannot be otherwise achieved. However, interacting with
immersive applications is not always straightforward and it is not
just about an interface for the user to reach their goals. It is also
about users working in an intuitive manner that is a pleasurable
experience and devoid of frustration. Although VR systems and
applications are incredibly complex, it is up to designers to take on
the challenge of having the VR application effectively communicate to
users how the virtual world and its tools work so that those users can
achieve their goals in an elegant manner.


Sunday, 20th March 2016

8:30 am – 12:15 pm, Magnolia
Optical See-Through AR Calibration: Methods for Current & Next
Generation Head-Mounted Displays

Kenneth R Moser
Abstract: With the current advent of consumer level optical
see-through head-mounted displays, such as the Epson Moverio and
Google Glass, and the release of next generation technology, including
the Microsoft HoloLens and Epson Pro BT-2000, on the horizon, the
future of augmented reality is poised for an explosion of new
applications targeting the general populace. This domain is, likewise,
producing a growing need for intuitive and easily implemented
calibration procedures accessible to researchers, developers, and
novice users alike. The promise of integrated depth sensors in future
display re-leases greatly enhances the possibilities for robust stereo
calibration mechanisms tailored for consumer devices. This half day
tutorial will provide attendees, of all skill levels, the required
knowledge and techniques to effectively implement calibration
procedures in their own optical see-through augmented reality systems.
Participants from the mixed and virtual reality communities will find
these techniques beneficial to their applications as well.

8:30 am – 12:15 pm, Gardenia
VR and AR best practices for games and applications using the Unity Engine

Arturo Núñez
Abstract: Tools for Augmented Reality and Virtual Reality development
are now accessible for a wide range of developers. Free graphics
engines, affordable hardware and familiar APIs to construct software
are here. However, the knowledge to create optimized, high quality
experiences is something that is still being worked on. Using the
Unity game engine we will explore best practices for development (FPS,
experience, input, UI).

1:45 pm – 5:30 pm, Magnolia
Eye Tracking in Desktop VR: Data Synchronization, Capture,
Visualization, and Analysis

A. T. Duchowski, J. Bertrand, M. Volonte
Abstract: Eye tracking allows measurement of one’s overt visual
attention, in particular where, when, how long, and in what order
areas of the Virtual Reality (VR) display were fixated. Eye tracking
has become a popular method for investigating research related to
human cognitive processes, especially visual attention. In VR, eye
tracking can produce insights into how humans interact with tools,
virtual space, and/or virtual agents. These insights can be turned
into guidelines for interaction design and/or more effective virtual
environments. Including eye tracking methodology into one’s research
in an efficient and effective way, however, requires a variety of
technical capabilities and know-how [6]. These specifically include
knowledge of the physical and cognitive background of human visual
processing, technical skills to cope with large amounts of eye
tracking data, statistical methods to interpret the data in a
meaningful way, as well as competences in designing an empirical eye
tracking experiment. Of particular interest is connecting a
table-mounted eye tracker to a Virtual Reality application such as
Unity 3D.
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Best regards,
IEEE VR 2016 Publicity Chairs



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