ACM/IEEE Virtual Reality International Conference

Last updated

ACM/IEEE Virtual Reality International Conference
AbbreviationVRIC
Discipline Virtual reality
Publication details
Publisher ACM
Frequencyannual

The ACM Virtual Reality International Conference (VRIC) is an annual conference on virtual reality organized by the Association for Computing Machinery. Papers are on a variety of topics, such as mixed reality, human-computer interaction, 3D interaction evaluation, and image analysis. Its proceedings are published in the ACM Digital Library. [1] It is hosted and sponsored by ACM SIGGRAPH, Association française de réalité virtuelle, and Laval Virtual in city of Laval, France.

Related Research Articles

The Association for Computing Machinery (ACM) is a US-based international learned society for computing. It was founded in 1947 and is the world's largest scientific and educational computing society. The ACM is a non-profit professional membership group, claiming nearly 110,000 student and professional members as of 2022. Its headquarters are in New York City.

<span class="mw-page-title-main">SIGGRAPH</span> Conference series revolving around 3D computer graphics

SIGGRAPH is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia, a second conference held annually, has been held since 2008 in countries throughout Asia.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

<span class="mw-page-title-main">WIMP (computing)</span> Style of human-computer interaction

In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synonymous with augmented reality.

A mixed reality game is a game which takes place in both reality and virtual reality simultaneously. According to Souza de Silva and Sutko, the defining characteristic of such games is their "lack of primary play space; these games are played simultaneously in physical, digital or represented spaces ". There is equivalence in definitions pertaining to their existence in mixed reality. Given the definition for mixed reality by Paul Milgram and Fumio Kishino for the virtuality continuum, virtual reality games are not mixed reality games, because they take place only in virtual reality. Souza de Silva and Sutko state that pervasive games are a subset of hybrid reality games.

Backchannel is the use of networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks. The term was coined from of the linguistics term to describe listeners' behaviours during verbal communication.

<span class="mw-page-title-main">Powerwall</span>

A powerwall is a large, ultra-high-resolution display that is constructed of a matrix of other displays, which may be either monitors or projectors. It is important to differentiate between powerwalls and displays that are just large, for example, the single projector display used in many lecture theatres. These displays rarely have a resolution higher than 1920 × 1080 pixels, and so present the same amount of information as on a standard desktop display. With Powerwall displays, users can view the display from a distance and see an overview of the data (context), but can also move to within arm’s length and see data in great detail (focus). This technique of moving around the display is known as physical navigation, and can help users to better understand their data.

Thomas Albert "Tom" DeFanti is an American computer graphics researcher and pioneer. His work has ranged from early computer animation, to scientific visualization, virtual reality, and grid computing. He is a distinguished professor of Computer Science at the University of Illinois at Chicago, and a research scientist at the California Institute for Telecommunications and Information Technology (Calit2).

The ACM Conference on Human Factors in Computing Systems (CHI) series of academic conferences is generally considered the most prestigious in the field of human–computer interaction and is one of the top-ranked conferences in computer science. It is hosted by ACM SIGCHI, the Special Interest Group on computer–human interaction. CHI has been held annually since 1982 and attracts thousands of international attendees. CHI 2020, which was originally planned to take place on April, was cancelled due to COVID-19, and CHI 2021 was held online as a virtual conference chaired by Yoshifumi Kitamura and Aaron Quigley. CHI 2021 “making waves, combining strengths” was originally scheduled to take place in Yokohama.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

SC, the International Conference for High Performance Computing, Networking, Storage and Analysis, is the annual conference established in 1988 by the Association for Computing Machinery and the IEEE Computer Society. In 2019, about 13,950 people participated overall. The not-for-profit conference is run by a committee of approximately 600 volunteers who spend roughly three years organizing each conference.

Sara Beth (Greene) Kiesler is the Hillman Professor Emerita of Computer Science and Human Computer Interaction in the Human-Computer Interaction Institute at Carnegie Mellon University. She is also a program director in the Directorate for Social, Behavioral & Economic Sciences at the US National Science Foundation, where her responsibilities include programs on Future of Work at the Human-Technology Frontier, Training-based Workforce Development for Advanced Cyberinfrastructure, and Smart and Connected Communities. She received an M.A. degree in psychology from Stanford in 1963, and a Ph.D., also in psychology, from Ohio State University in 1965.

A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.

<span class="mw-page-title-main">Industrial augmented reality</span>

Industrial augmented reality (IAR) is related to the application of augmented reality (AR) and heads-up displays to support an industrial process. The use of IAR dates back to the 1990s with the work of Thomas Caudell and David Mizell about the application of AR at Boeing. Since then several applications of this technique over the years have been proposed showing its potential in supporting some industrial processes. Although there have been several advances in technology, IAR is still considered to be at an infant developmental stage.

Animal–Computer Interaction (ACI) is a field of research for the design and use of technology with, for and by animals covering different kinds of animals from wildlife, zoo and domesticated animals in different roles. It emerged from, and was heavily influenced by, the discipline of Human–computer interaction (HCI). As the field expanded, it has become increasingly multi-disciplinary, incorporating techniques and research from disciplines such as artificial intelligence (AI), requirements engineering (RE), and veterinary science.

Personality computing is a research field related to artificial intelligence and personality psychology that studies personality by means of computational techniques from different sources, including text, multimedia and social networks.

References

  1. "Proceedings of the Virtual Reality International Conference: Laval Virtual". ACM Digital Library. 20 March 2013. Retrieved 7 March 2014.


  1. "Proceedings of the 2015 Virtual Reality International Conference".