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Real virtuality: a multi-user immersive platform connecting real and virtual worlds

Published: 23 March 2016 Publication History

Abstract

Real Virtuality is a multi-user immersive platform combining motion capture with virtual reality (VR) headsets: users can freely move within the physical space while virtually visiting a virtual world and interacting with 3D objects or other users using the sense of touch.

References

[1]
Jason Jerald. 2015. The VR Book: Human-Centered Design for Virtual Reality. Association for Computing Machinery and Morgan & Claypool, New York, NY, USA.
[2]
Slater M. 2009. Place illusion and plausibility can lead to realistic behavior. In immersive virtual Environments. Philos Trans R Soc Lond B Biol Sci 364: 1535. 3549--3557 Dec.
[3]
Vicon system, http://vicon.com/
[4]
Brent Edward Insko. 2001. Passive Haptics Significantly Enhances Virtual Environments. Ph.D. Dissertation. The University of North Carolina at Chapel Hill. Advisor(s) Frederick P. Brooks, Jr. AAI3007820.
[5]
Adalberto L. Simeone, Eduardo Velloso, and Hans Gellersen. 2015. Substitutional Reality: Using the Physical Environment to Design Virtual Reality Experiences. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 3307--3316. DOI=http://dx.doi.org/10.1145/2702123.2702389

Cited By

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  • (2022)Tangiball: Foot-Enabled Embodied Tangible Interaction with a Ball in Virtual Reality2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00103(812-820)Online publication date: Mar-2022
  • (2022)Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experienceInteractive Learning Environments10.1080/10494820.2022.2146140(1-14)Online publication date: 16-Nov-2022
  • (2022)Immersive media experience: a survey of existing methods and tools for human influential factors assessmentQuality and User Experience10.1007/s41233-022-00052-17:1Online publication date: 15-Jun-2022
  • Show More Cited By

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    cover image ACM Other conferences
    VRIC '16: Proceedings of the 2016 Virtual Reality International Conference
    March 2016
    131 pages
    ISBN:9781450341806
    DOI:10.1145/2927929
    • Conference Chair:
    • Simon Richir
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 23 March 2016

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    Author Tags

    1. interaction
    2. motion capture
    3. passive haptic
    4. virtual reality

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    Cited By

    View all
    • (2022)Tangiball: Foot-Enabled Embodied Tangible Interaction with a Ball in Virtual Reality2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00103(812-820)Online publication date: Mar-2022
    • (2022)Virtual reality learning environments: using high-fidelity avatars to enhance distance learning experienceInteractive Learning Environments10.1080/10494820.2022.2146140(1-14)Online publication date: 16-Nov-2022
    • (2022)Immersive media experience: a survey of existing methods and tools for human influential factors assessmentQuality and User Experience10.1007/s41233-022-00052-17:1Online publication date: 15-Jun-2022
    • (2021)Who is in the Room? Notification for Intrusions While in Virtual RealityProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/107118132064111864:1(521-525)Online publication date: 9-Feb-2021
    • (2021)User Mobility Simulator for Full-Immersive Multiuser Virtual Reality with Redirected WalkingProceedings of the 12th ACM Multimedia Systems Conference10.1145/3458305.3478451(293-299)Online publication date: 24-Jun-2021
    • (2021)We Dare YouJournal on Computing and Cultural Heritage 10.1145/343986214:3(1-21)Online publication date: 1-Jul-2021
    • (2021)Using High Fidelity Avatars to Enhance Learning Experience in Virtual Learning Environments2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00205(645-646)Online publication date: Mar-2021
    • (2021)An Overview of Group Navigation in Multi-User Virtual Reality2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00073(363-369)Online publication date: Mar-2021
    • (2021)Dynamic Density-based Redirected Walking Towards Multi-user Virtual Environments2021 IEEE Virtual Reality and 3D User Interfaces (VR)10.1109/VR50410.2021.00088(626-634)Online publication date: Mar-2021
    • (2020)Thinking Through the Box: Evaluating a 3D Game to Engage Penetrative ThinkingFrontiers in Virtual Reality10.3389/frvir.2020.5696741Online publication date: 10-Dec-2020
    • Show More Cited By

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