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Demonstrating Touch&Fold: A Foldable Haptic Actuator for Rendering Touch in Mixed Reality
We propose a nail-mounted foldable haptic device that provides tactile feedback to mixed reality (MR) environments by pressing against the user's fingerpad when a user touches a virtual object. What is novel in our device is that it quickly tucks away ...
Demonstrating MagnetIO: Passive yet Interactive Soft Haptic Patches Anywhere
We demonstrate a new type of haptic actuator, which we call MagnetIO, that is comprised of two parts: one battery-powered voice-coil worn on the user's fingernail and any number of interactive soft patches that can be attached onto any surface (everyday ...
Balanced Glass Design: A flavor perception changing system by controlling the center-of-gravity
In this paper, we propose Balanced Glass Design, a system to change flavor perception. The system consists of glass-type device shifting its center of gravity in response to the user’s motion which allows drinking a beverage with a virtual perception of ...
Augmented reality representation of virtual user avatars moving in a virtual representation of the real world at their respective real world locations
In this work we present an augmented reality (AR) application that allows a user with an AR display to watch another user, flying an airplane in the Microsoft Flight Simulator 2020 (MSFS), at their respective location in the real world. To do that, we ...
SwarmPlay: A Swarm of Nano-Quadcopters Playing Tic-tac-toe Board Game against a Human
- Ekaterina Karmanova,
- Valerii Serpiva,
- Stepan Perminov,
- Roman Ibrahimov,
- Aleksey Fedoseev,
- Dzmitry Tsetserukou
We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to make the games ...
DronePaint: Swarm Light Painting with DNN-based Gesture Recognition
We propose a novel human-swarm interaction system, allowing the user to directly control a swarm of drones in a complex environment through trajectory drawing with a hand gesture interface based on the DNN-based gesture recognition.
The developed CV-...
MetamorHockey: A Projection-based Virtual Air Hockey Platform Featuring Transformable Mallet Shapes
We propose a novel projection-based virtual air hockey system in which not only the puck but also the mallet is displayed as an image. Being a projected image, the mallet can freely “metamorphose” into different shapes, which expands the game design ...
Gaming at Warp Speed: Improving Aiming with Late Warp
Latency can make all the difference in competitive online games. Late warp is a class of techniques used in VR that can reduce latency in FPS games as well. Prior work has demonstrated these techniques can recover most of the player performance lost to ...
Behind The Game: Implicit Spatio-Temporal Intervention in Inter-personal Remote Physical Interactions on Playing Air Hockey
When playing inter-personal sports games remotely, the time lag between user actions and feedback decreases the user’s performance and sense of agency. While computational assistance can improve performance, naive intervention independent of the ...
Health Greeter Kiosk: Tech-Enabled Signage to Encourage Face Mask Use and Social Distancing
COVID-19 has been the cause of a global health crisis over the last year. High transmission rates of the virus threaten to cause a wave of infections which have the potential to overwhelm hospitals, leaving infected individuals without treatment. The ...
Experiment Assisting System with Local Augmented Body (EASY-LAB) for Subject Experiments under the COVID-19 Pandemic
- Yukiko Iwasaki,
- Joi Oh,
- Takumi Handa,
- Ahmed A. Sereidi,
- Vitvasin Vimolmongkolporn,
- Fumihiro Kato,
- Hiroyasu Iwata
Since it is challenging to perceive space and objects with a video conferencing system, which communicates using only video and audio, there are difficulties in testing subjects in the COVID-19 pandemic. We propose the EASY-LAB system that allows an ...
Sustainable society with a touchless solution using UbiMouse under the pandemic of COVID-19
This paper introduces a new artificial intelligence software which is capable of controlling devices using fingers in the air. With Ubimouse, touch-panels, restaurant ordering systems, ATM systems, and etc., which are commonly used by various people in ...
Reverse Pass-Through VR
We introduce reverse pass-through VR, wherein a three-dimensional view of the wearer’s eyes is presented to multiple outside viewers in a perspective-correct manner, with a prototype headset containing a world-facing light field display. This approach, ...
- ACM SIGGRAPH 2021 Emerging Technologies
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH '11 | 432 | 82 | 19% |
SIGGRAPH '10 | 390 | 103 | 26% |
SIGGRAPH '09 | 439 | 78 | 18% |
SIGGRAPH '08 | 518 | 90 | 17% |
SIGGRAPH '07 | 455 | 108 | 24% |
SIGGRAPH '06 | 474 | 86 | 18% |
SIGGRAPH '05 | 461 | 98 | 21% |
SIGGRAPH '04 | 478 | 83 | 17% |
SIGGRAPH '03 | 424 | 81 | 19% |
SIGGRAPH '02 | 358 | 67 | 19% |
SIGGRAPH '01 | 300 | 65 | 22% |
SIGGRAPH '00 | 304 | 59 | 19% |
SIGGRAPH '99 | 320 | 52 | 16% |
SIGGRAPH '98 | 303 | 45 | 15% |
SIGGRAPH '97 | 265 | 48 | 18% |
SIGGRAPH '96 | 247 | 52 | 21% |
SIGGRAPH '95 | 257 | 56 | 22% |
SIGGRAPH '94 | 242 | 57 | 24% |
SIGGRAPH '93 | 225 | 46 | 20% |
SIGGRAPH '92 | 213 | 45 | 21% |
SIGGRAPH '90 | 210 | 43 | 20% |
SIGGRAPH '89 | 190 | 38 | 20% |
SIGGRAPH '88 | 161 | 34 | 21% |
SIGGRAPH '87 | 140 | 33 | 24% |
SIGGRAPH '85 | 175 | 35 | 20% |
SIGGRAPH '84 | 118 | 41 | 35% |
SIGGRAPH '81 | 132 | 38 | 29% |
SIGGRAPH '80 | 140 | 52 | 37% |
SIGGRAPH '79 | 110 | 43 | 39% |
SIGGRAPH '78 | 120 | 64 | 53% |
Overall | 8,601 | 1,822 | 21% |