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Step in and out of the dreams: toward an immersive and interactive virtual experience of dreams

Published: 12 September 2016 Publication History

Abstract

This paper introduces the design of a creative work, using wearable and virtual reality technology, which can provide immersive and interactive dreaming experience simultaneously to a group of people. The design concept has been put into practice in the creative work: "Step In and Out of the Dreams". Also, we briefly introduce the WISE platform, a full-stack wearable hardware and software infrastructure developed by our team that facilitates this work.

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References

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2015. The Unity 3D Platform. (2015). Retrieved May 20, 2015 from https://unity3d.com/.
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A. Banks and R. Gupta. 2014. MQTT Version 3.1.1. OASIS.
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W. Gibson. 2000. Neuromancer. Penguin Publishing Group.
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Hunter G Hoffman. 1998. Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments. In Virtual Reality Annual International Symposium, 1998. Proceedings., IEEE 1998. IEEE, 59--63.
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Chun-Feng Liao, Wei-Chen Lu, Kung Chen, Zack Grannan, Wei-Chen Chang, and Yi-Kai Hsiao. 2016. Wise: A Wearable Platform for Performer-Guided Mixed-Reality Interactive Performance Art. In 2016 International Conference on Platform Technology and Service (PlatCon). IEEE, 1--6.
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Adam N Mamelak and J Allan Hobson. 1989. Dream bizarreness as the cognitive correlate of altered neuronal behavior in REM sleep. Journal of Cognitive Neuroscience 1, 3 (1989), 201--222.
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Antti Revonsuo. 1995. Consciousness, dreams and virtual realities. Philosophical Psychology 8, 1 (1995), 35--58.
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Hideyuki Tamura, Hiroyuki Yamamoto, and Akihiro Katayama. 2001. Mixed reality: Future dreams seen at the border between real and virtual worlds. IEEE Computer Graphics and Applications 21, 6 (2001), 64--70.

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  1. Step in and out of the dreams: toward an immersive and interactive virtual experience of dreams

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    cover image ACM Conferences
    UbiComp '16: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct
    September 2016
    1807 pages
    ISBN:9781450344623
    DOI:10.1145/2968219
    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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    Publication History

    Published: 12 September 2016

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    Author Tags

    1. motion capture
    2. virtual reality
    3. wearable computing

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