Opportunities and Challenges in Immersive Entertainment
Resumo
The next major shift in digital entertainment will be the wide adoption of mixed reality platforms. Although owners of mixed reality devices are still a minority today, immersive systems are quickly getting better and cheaper. We identity eight research topics on immersive entertainment and discuss possible research directions that can lead to advances in the field
Palavras-chave:
mixed reality, virtual reality, storytelling, games
Referências
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M. Slater, “Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological Sciences, vol. 364, no. 1535, pp. 3549–3557, 2009.
R. Skarbez, F. P. Brooks, Jr, and M. C. Whitton, “A survey of presence and related concepts,” ACM Computing Surveys (CSUR), vol. 50, no. 6, pp. 1–39, 2017.
A. Alabdulkarim, S. Li, and X. Peng, “Automatic story generation: Challenges and attempts,” arXiv preprint arXiv:2102.12634, 2021.
A. Hameed and A. Perkis, “Spatial storytelling: Finding interdisciplinary immersion,” in International Conference on Interactive Digital Storytelling. Springer, 2018, pp. 323–332.
R. Yu, W. S. Lages, M. Nabiyouni, B. Ray, N. Kondur, V. Chandrashekar, and D. A. Bowman, “Bookshelf and bird: Enabling real walking in large vr spaces through cell-based redirection,” in 2017 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2017, pp. 116–119.
D. Medeiros, M. Sousa, A. Raposo, and J. Jorge, “Magic carpet: Interaction fidelity for flying in vr,” IEEE Trans. on visualization and computer graphics, vol. 26, no. 9, pp. 2793–2804, 2019.
D. Kim, K. Park, and G. Lee, “Atatouch: Robust finger pinch detection for a vr controller using rf return loss,” in Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 2021, pp. 1–9.
M. Scherer, M. Magno, J. Erb, P. Mayer, M. Eggimann, and L. Benini, “Tinyradarnn: Combining spatial and temporal convolutional neural networks for embedded gesture recognition with short range radars,” IEEE Internet of Things Journal, 2021.
R. K. Mantiuk, G. Denes, A. Chapiro, A. Kaplanyan, G. Rufo, R. Bachy, T. Lian, and A. Patney, “Fovvideovdp: A visible difference predictor for wide field-of-view video,” ACM Transactions on Graphics (TOG), vol. 40, no. 4, pp. 1–19, 2021.
J. Park, H. Park, S.-E. Yoon, and W. Woo, “Physically-inspired deep light estimation from a homogeneous-material object for mixed reality lighting,” IEEE transactions on visualization and computer graphics, vol. 26, no. 5, pp. 2002–2011, 2020.
X. Zhao, Y. Pang, J. Yang, L. Zhang, and H. Lu, “Multi-source fusion and automatic predictor selection for zero-shot video object segmentation,” arXiv preprint arXiv:2108.05076, 2021.
VR Focus. “Tobii, valve & openbci collaborate on ‘galea’ vr brain-computer interface,” [link]. (accessed: Sept. 01, 2021).
S. Houzangbe, O. Christmann, G. Gorisse, and S. Richir, “Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability,” in Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018, pp. 1–6.
L. E. Nacke, M. Kalyn, C. Lough, and R. L. Mandryk, “Biofeedback game design: using direct and indirect physiological control to enhance game interaction,” in Proceedings of the SIGCHI conference on human factors in computing systems, 2011, pp. 103–112.
N. Martin, N. Mathieu, N. Pallamin, M. Ragot, and J.-M. Diverrez, “Virtual reality sickness detection: An approach based on physiological signals and machine learning,” in 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2020, pp. 387–399.
K. Y. Segovia and J. N. Bailenson, “Virtually true: Children’s acquisition of false memories in virtual reality,” Media Psychology, vol. 12, no. 4, pp. 371–393, 2009.
Y. S. Schmitt, H. G. Hoffman, D. K. Blough, D. R. Patterson, M. P. Jensen, M. Soltani, G. J. Carrougher, D. Nakamura, and S. R. Sharar, “A randomized, controlled trial of immersive virtual reality analgesia, during physical therapy for pediatric burns,” Burns, vol. 37, no. 1, pp. 61–68, 2011.
A. Garcia-Palacios, H. Hoffman, A. Carlin, T. A. Furness III, and C. Botella, “Virtual reality in the treatment of spider phobia: a controlled study,” Behaviour research and therapy, vol. 40, no. 9, pp. 983–993, 2002.
M. R. Miller, F. Herrera, H. Jun, J. A. Landay, and J. N. Bailenson, “Personal identifiability of user tracking data during observation of 360- degree vr video,” Scientific Reports, vol. 10, no. 1, pp. 1–10, 2020.
M. Alcaniz Raya, J. Mar´?n-Morales, M. E. Minissi, G. Teruel Garcia, L. Abad, and I. A. Chicchi Giglioli, “Machine learning and virtual reality on body movements’ behaviors to classify children with autism spectrum disorder,” Journal of clinical medicine, vol. 9, no. 5, p. 1260, 2020.
H. Kool, “The ethics of immersive journalism: A rhetorical analysis of news storytelling with virtual reality technology,” Intersect: The Stanford journal of science, technology, and society, vol. 9, no. 3, 2016.
A. Lattas, S. Moschoglou, B. Gecer, S. Ploumpis, V. Triantafyllou, A. Ghosh, and S. Zafeiriou, “Avatarme: realistically renderable 3d facial reconstruction “in-the-wild”. 2020 ieee,” in CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2020.
C. Siler and S. Ware, “A good story is one in a million: solution density in narrative generation problems,” in Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, vol. 16, no. 1, 2020, pp. 123–129.
Publicado
18/10/2021
Como Citar
LAGES, Wallace S..
Opportunities and Challenges in Immersive Entertainment. In: WORKSHOP GRANDGAMESBR - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 1037-1040.
DOI: https://doi.org/10.5753/sbgames_estendido.2021.19755.