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An in-depth introduction to virtual reality programming
Organizers: William R. Sherman
This tutorial introduces basic programming concepts
particular to virtual reality. The presentation progresses step-by-step from a very
simple world with no interactions (apart from physical immersion), and
continues to add features related to 3D user interfaces, interactive rendering
and interesting ways to travel through virtual worlds. The presentation
includes the opportunity for audience members to follow along with software on
their laptops, though the tutorial will also be valuable for those who wish to expressly
follow the lectures.
Quantitative and Qualitative Methods for Human-Subject Experiments in
Virtual and Augmented Reality
Organizers: Joseph L. Gabbard, Jr, J. Edward Swan II,
Stephen R. Ellis
This tutorial is for researchers and engineers, working in
the field of Virtual Reality (VR) and Augmented Reality (AR), who wish to
conduct user-based experiments with a specific aim of promoting both
traditional quantitative human-subject experiments and qualitative methods for
assessing usability. This tutorial is for a full-day tutorial presenting both
quantitative and qualitative approaches to conducting human-subject
experiments. It covers (1) the basic principles of experimental design and
analysis, with an emphasis on human-subject experiments in VR/AR; (2)
qualitative studies (e.g., formative evaluation methods) for assessing and
improving VR/AR user interfaces and user interaction along with lessons learned
from conducting many user based studies; and (3) a journalistic approach€ť to
measuring human performance that organizes the activity around questions such as
€śWho? What? When? Where? How? and Why?€ť.
Trends in Mobile AR
Organizers: Dieter Schmalstieg, Tobias Höllerer
This tutorial provides a detailed introduction to mobile
Augmented Reality (AR). AR is a key user-interface technology for personalized,
situated information delivery, navigation, on-demand instruction and games. The
widespread availability and rapid evolution of smartphones enables
software-only solutions for AR where it was previously necessary to assemble
custom hardware solutions. However, ergonomic and technical limitations of
smartphones as a platform make this a challenging endeavor. In particular, it
is necessary to design novel efficient real-time computer vision and computer
graphics algorithms, and create new lightweight forms of interaction with the
environment through small form-factor devices. This tutorial will present
selected technical achievements in this field and highlight some examples of
successful application prototypes.
Designing immersive VR systems: from bits to bolts
Organizers: Luciano P. Soares, Joaquim A. Jorge
Immersive 3D Virtual Environments (VE) have become
affordable for many research centers. However, a complete solution needs
several integration steps to be fully operational. Some of these steps are
difficult to accomplish and require an uncommon combination of different
skills. This tutorial presents the most recent techniques developed to address
this problem, from displays to software tools.
The hardware in a typical VR installations combines
projectors, screens, speakers, computers, tracking and I/O devices. The
tutorial will discuss hardware options, explaining their advantages and disadvantages.
We will cover design decisions from basic software and hardware design, through
user tracking, multimodal human computer interfaces and acoustic rendering, to
how to administrate the whole solution. Additionally, we will provide an
introduction to existing tracking technologies, explaining how the most common
devices work, while focusing on infrared optical tracking. Finally, we briefly
cover integration software and middleware developed for most VE settings.
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