• Virtual Reality Fact Sheet & Bios

    Program Schedule: Tuesday, 28 November – Thursday, 30 November

    Chair: Juan Miguel de Joya

    DigitalFish at Google Spotlight Stories, USA

    Juan is a technical director, software engineer, and researcher specializing in computer graphics, machine learning, and mixed reality experiences. He currently works for DigitalFish and Google Spotlight Stories creating immersive stories for mobile 360, mobile VR, and room-scale VR headsets, and is the VR/AR Showcase Chair for SIGGRAPH Asia 2017 Bangkok, Thailand. In his downtime he develops intelligent training and control software for prototyping bionic hands in AR, puts together tech/art installations exploring the human impact of computing, and serves on the Professional Development Committee of the ACM Practitioner's Board as well as having leadership and expertise roles within ACM SIGGRAPH. Previously, Juan was an undergraduate researcher at the Visual Computing Lab of the University of California, Berkeley under Professor James F. O'Brien, studied under four-time Academy Award winning sound designer Mark Berger, and worked at both Walt Disney Animation Studios and Pixar Animation Studios.

    Co-Chair: Nathan Harling

    LucasFilm Games, USA​

    Nathan has been involved with SIGGRAPH North America since 2010, most recently as the GraphicsNet Sub-Committee Chair, and with SIGGRAPH Asia since 2015. He currently works for LucasFilm Games as a game designer. Nathan holds a Bachelor of Science in Applied Computer Graphics with a concentration in game development. He enjoys playing and studying games and interactive techniques across all mediums.

     

    Fast Facts                                                                                                              

    • The SIGGRAPH Asia VR Showcase had 47 submissions this year, and will showcase a wide range of exciting interaction applications and experiences for VR and AR, with a selection of juried content ranging from innovators from Asia, the United States, and the world over.
    • The SIGGRAPH Asia VR Showcase Talks Program features industry leaders, influencers, and developers covering critical topics of discussion in the virtual and augmented reality space, including research, application in health care, web-enabled immersive technologies, strategies for journalism, business, and exploration, design principles for VR/AR, and VR for social good.
    • This year’s SIGGRAPH Asia VR Showcase has curated a collaborative WebVR painting installation, and has invited local Thai transmedia artists and digital art students to explore new mediums for art and creative expression using these immersive painting tools.

    Quote from Juan Miguel de Joya, SIGGRAPH Asia 2017 VR Showcase Chair:

     

    “The goal for the VR Showcase program is to enable broader representation for the diversity of content, experiences, and perspectives within the VR community. This is particularly important in a region where access to technology is more strongly correlated to socioeconomic disparity and where there is a different relationship with and the context of familiarity with technology, let alone immersive platforms. We believe that the SIGGRAPH Asia VR Showcase is a rare opportunity to create a global hub for discussing and exploring the technical and human impact of these technologies with a wide range of thought leaders in the field. We hope you will join us for a unique event that will tackle how VR and AR can be utilized to make an impact in Asia, the world at large, and in varying industries.”

     

    SIGGRAPH Asia 2017 VR Showcase Program Highlights

    • Multi-A-Painter: Collaborative VR Painting in Web Browsers
      Author(s): Jonathan Knispel, Fraser Bullock
      Organization, Country: University of Western Australia (Australia)
      Description: Multi-A-Painter provides a simple but very engaging way for groups of VR users to interact, by creating 3D paintings in real-time. Painters simply click a URL to join a session, using any recent web browser that supports WebGL and WebVR.
       
    • ReverseCAVE Experience: Providing Reverse Perspectives for Sharing VR Experience
      Author(s): Akira Ishii, Masaya Tsuruta, Ippei Suzuki, Shuta Nakamae, Tatsuya Minagawa, Junichi Suzuki, Yoichi Ochiai
      Organization, Country: University of Tsukuba (Japan), Recruit Marketing Partners, Ltd. (Japan), INNOLAB (Japan)
      Description: ReverseCAVE is a system for sharing the experiences of people in VR with others (observer). In addition, it is possible to visually recognize the actual appearance of the person performing the act at the motion capture studio and the superimposed character at the same time.
       
    • BoEs: Attachable Haptics Bits on Gaming Controller for Designing Interactive Gameplay
      Author(s): Ping-Hsuan Han, Yang-Sheng Chen, Kai-Ti Yang, Wei-Shu Chuan, Yu-Tong Chang, Ting-Min Yang, Jia-Yan Lin, Kong-Chang Lee, Chiao-En Hsieh, Lai-Chung Lee, Chien-Hsing Chou, Yi-Ping Hung
      Organization, Country: National Taiwan University (Taiwan), National Taipei University of Technology (Taiwan), Tamkang University (Taiwan)
      Description: We present Bits of Elements (BoEs), an attachable module system on gaming controller, which allow the game designer to rapidly prototype their VR controller with tactile sensations.
       
    • The Blues
      Author(s): Malte Stehr
      Organization, Country: Filmakademie Baden-Wuerttemberg, Institute of Animation (Germany)
      Description: THE BLUES is interactive virtual reality experience about panic disorder and agoraphobia. It depicts what living with this illness is like on a physical and mental level. The only way to win the game is to exit your apartment and overcome the fear of being outside.
       
    • Light Tracer
      Author(s): Clinton Anderson, Jiawei Huang, Kazuki Takashima, Yoshifumi Kitamura
      Organization, Country: University of Southern California (USA), Research of Electrical Communication, Tohoku University (Japan)
      Description: We present a novel character movement technique for VR called “Light Tracing,” using a Free Camera for platform based games. A controller directs a ray-casted and visible light beam to an intended target area. Benefits include ease of character control, high immersion, multiple object interaction, and reduced VR sickness.

     

    SIGGRAPH Asia 2017 VR Showcase Invited Talks Highlights

    • Designing​ ​for​ ​Immersion​ ​in​ ​AR
      Author(s): Anshuman Kumar, John Cheng, Pritam Pebam, Jason Ederle, Alex Faaborg, Alesha Unpingco, Germain Ruffle, Khushboo Hasija, Ian Mesa, Joost Korngold, Dushan Leska, Mallory Brown
      Organization, Country: Google, Inc. (USA)
      Description: This talk discusses the challenges and opportunities to create immersive augmented reality (AR) experiences for smartphones through technology which understands the user’s environment and effectively utilizes intuitive interaction mechanics, context-aware visual principles and performant development practices.
       
    • Immersive Clinical Care Using AR, VR and Virtual Humans
      Author(s): Arno Hartholt (Director of R&D Integration, USC Institute for Creative Technologies)
      Organization, Country: USC Institute for Creative Technologies (USA)
      Description: VR and AR offer unique capabilities for health-related research and treatment, not only because it allows interactive, multisensory, immersive environments tailored to a patient’s needs, but also because it allows clinicians to control, document, and measure patient responses. Virtual humans, autonomous agents who interact with real humans both verbally and non-verbally, can benefit the medical field in numerous areas, including training and education. In this session, examples will be discussed in terms of their design, development and effectiveness.
       
    • A-Frame: A Web Framework for Building Browser Based VR Experiences
      Author(s): Diego Marcos, Kevin Ngo
      Organization, Country: Mozilla (USA), A-Frame (USA)
      Description: A-Frame provides an easy to use declarative API to create WebVR experiences that work across multiple browsers and hardware, from cheap cardboard like devices to high end headset likes Oculus Rift or HTC Vive. A-Frame was released in 2015 and there now are 200 contributors to its code base and thousands of pieces of content already available. You will hear about A-Frame design choices, see what people have created and learn about upcoming features that will take advantage of the next iteration of the WebVR APIs.
       
    • Developing​ ​VR​ ​+​ ​AR​ ​Strategies​ ​for​ ​Media​ ​Companies
      Author(s): Mia Tramz
      Organization, Country: LIFE VR, Time Inc. (USA)
      Description: Facing increasing financial headwinds, many news and media companies are asking whether or not to incorporate virtual reality - and more recently, augmented reality - into their offering. Mia Tramz, Managing Editor of Time Inc’s LIFE VR, launched a new immersive brand for the media giant in September 2017. Her insights into the development of both content and strategy for these two new mediums take into account the risks and real hurdles media companies of various sizes might encounter, and the variables a company should weigh before investing in either technology.
       
    • Crafting Web-based Augmented Reality Experiences
      Author(s): Reza Ali, Josh Carpenter, Iker Jamardo, Jordan Santell, Max Rebuschatis
      Organization, Country: Google, Inc. (USA)
      Description: As augmented reality (AR) becomes widely adopted, it will be critical for computer generated content to be able to be overlaid/integrated on top of the real world anytime, anywhere. The web is an ideal platform to fulfill the needs of such technology as content is available anytime, anywhere. Moreover, web content can be found serendipitously and by following links and the same could be applicable to the real world where information could be anchored and found while a user walks by a street, for example, leading to richer information contextualized (or not) to the surroundings. Of course, all this would be achieved without having to install one or more apps, all within the web browser.
       
    • The Making of Wonder Buffalo
      Author(s): Christine Berg
      Organization, Country: Entertainment Technology Center @ USC (USA)
      Description: Ann, 16, a Thai-American teen coping with body dysmorphia and an overbearing mother, struggles to own her place in the world. In search of freedom, she embraces cosplay and ultimately finds a hero. Herself. But only after countless years of pressure from her own mother to lose weight. The Wonder Buffalo VR experience begins in a colorful bedroom captured in photogrammetry. Ann's eclectic and bright bedroom mirrors her internal clash between Thai and American cultures.
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