LOGO REAL VIRTUALITY

REAL VIRTUALITY

Real Virtuality is a multi-user immersive platform combining a 3D environment with a real life stage set. Users are tracked by a motion capture system allowing them to see their own bodies and move physically in the virtual environment.

The experience offered by Real Virtuality brings a once in a lifetime experience by allowing users to become immersed in a VR scene by walking, running, interacting with physical objects and meeting other people. Their bodies become the interface.

 

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QOOM

Qoom is a touch-sensitive interactive spherical display and its room-sized display environment. In Qoom, the position of the ball is obtained in real time using a high speed motion capture system and imagesare projected onto the ball using dynamic projection mapping.

In addition, electrodes inside the ball enable touch detection, which allows users to manipulate the projected image on the ball as well as projected image on the room's surface.

 

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LOGO JACK

JACK AND THE BEANSTALK

"We all human beings have the fear of the high place, at the same time we are unexpectedly though totally attracted by the excitement and thrill which the high place provides us.

This work, ""Jack and the Beanstalk"" enables us to experience such a thrill by its climbing rope device and virtual representation technology. Also it presents a high quality entertainment experience along with the fairly tale ""Jack and the Beanstalk"".

We tried to provide the user with auditory stimuli and tactile sense presentation using vibration in order to inflame the psychological feeling of insecurity."

 

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LOGO BECOMING AVATAR

BECOME THE VIDEO AVATAR OF YOURSELF

The project "Become Avatar" deals with avatarial immersion addressed through an interdisciplinary experimental approach.

Its goal, at the crossroad of the creation of images and interactive technology, of virtual reality, neurophysiology and information and communication sciences, is to develop an installation to support the hypothesis of a split state. Being present both here in front of the screen and over there, beyond the screen, which is shown by empirical studies of video games and by artists and metaverse explorers in Second Life.

This type of state resonates in neurophysiology with the artificial "Out-of-Body Experiences" sensations produced with the aid of virtual reality equipment on healthy subjects.

 

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LOGO POTEL

POTEL : VIRTUAL POTTERY

Potel is an interactive clay sculpting tool to explore creativity in the virtual world and to bring those designs into the real world through 3D printing. Potel enables users to shape virtual clay with their own hands receiving a simple haptic feedback that allows them to “feel” they are in contact with it.

The experience is enhanced through sounds from the spinning wheel and the natural surroundings. Users can push and extrude the virtual clay, change the spinning speed of the wheel and request a new clump of clay to create a variety of designs or simply play with the clay in a similar manner as they could create pottery on a spinning wheel in the real world.

Potel bridges the real and virtual worlds by enabling users to bring their virtual pottery into the real world through 3D printing.

 

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Dramagic logo

DRAMAGIC

This research proposes augmenting physical experience with unreal sonic effects to intrigue children’s emotional experience and physical activities, and inspire their creativity.

To explore the idea, we present Dramagic, a playful furniture that enhances authentic sounds occurring on the furniture with cartoon sonic effects.

To validate the proposed design, we conducted a field test to observe children experiencing. The results indicated that augmenting sonic experience intrigued more physical actions, such as touching, scratching, and rubbing. Moreover, children became more creative and tend to make stories with the playful sound interactions.

 

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DRAWN YOURSELF

We present a self-portrait drawing system using watercolor ink and paper. This system draws your portrait automatically on real paper in watercolor thermochromic ink when you stand in front of picture pinned on wall.

When other person faces the picture, it starts drawing his/her portrait on the paper. The system offers a unique experience where you can stand face-to-face with yourself drawn on paper.

 

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LOGO GLASSLESS

GLASSLESS

This project realizes the spatial augmented reality in the public. Audiences can watch their preferred images and audios on the public signage.

It is high applicative technology cause, it is configured by the consumer based 4K LCD, superdirective speakers, lenticular lens and Multi-view Images Synthesizer implemented into an Unity application.

It enlarges virtuality, without any glasses and/or developmental hardwares for user side, into the public space like stadiums, parks, public halls and restaurants and used for displaying various contents such as sports games and concerts by audience's movement.

 

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LOGO VIRTUAL ISU

VIRTUAL ISU

Virtual ISU is a new locomotion interface that is suitable for immersive virtual reality (VR) gaming in a seated position. In the proposed approach, the user can roam in a virtual space while sitting on the Virtual ISU device. This device is equipped with pressure sensors in a cushion.

The sensors detect the user’s leg and body movements and walking direction and speed are thus estimated. With Virtual ISU, sensors are not attached to the user's body or the floor, and it can be used by a wide range of people, including the elderly and physically handicapped.

 

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WeWaveLogo

WE WAVE II

This study is dedicated to the experimental approach of associating interactive gaming experiences with somatic techniques. Our work will be presented with the following steps :

1) The creation of several experimental prototypes by means of wearable devices .

2) The development of visual and musical methods to enhance in-game body movement control.

3) The mapping of a player’s physical movements to a virtual environment.

4) The development of a recording tool for data analysis. The aim of this work is to demonstrate that a somatic virtual reality experience can be simultaneously intimate and shared.

The multiplayer mode of our VR gaming setting will allow the subjects to modify their normal perception and create a new sensory-motor and cognitive experience. By presenting this study and demonstration, we wish to open up new perspectives for virtual reality gaming experiences.

 
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