ABSTRACT
This workshop invites researchers and industry practitioners designing Virtual Reality and Augmented Reality applications for positive social impact to join us in Perth, Australia, to discuss the research and industry landscape and identify opportunities for collaboration with like-minded professionals. Participants will have an opportunity to share their experiences with other attendees, and will discuss the challenges they have experienced in working with VR and AR applications. This workshop will aim to help researchers to overcome these challenges and, as an outcome, plans will be made for future workshops to establish and promote positive social impact as a long-term research focus for VR and AR researchers in Australasia.
- Ross Brown, Selen Turkay, and Laurianne Sitbon. 2018. Educational Virtuality: Cognitive Benefits, Design Processes and New Frontiers. In Proceedings of the 30th Australian Conference on Computer-Human Interaction (OzCHI '18). ACM, New York, NY, USA, 620--622. DOI: http://dx.doi.org/10.1145/3292147.3295498Google ScholarDigital Library
- Arindam Dey, Mark Billinghurst, Gregory Welch, and Edgar Rojas-Muñoz. 2018. 3rd Virtual and Augmented Reality for Good (VAR4Good) Workshop. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 364--364.Google ScholarCross Ref
- Lauren Goode and Peter Rubin. 2019. Oculus' $399 Quest to Take VR Mainstream. (2019). https://www.wired.com/story/oculus-quest-wireless-vr-headset/Google Scholar
- Indigital. 2019. Culture: In Digital. (2019). https://www.indigital.net.au/Google Scholar
- Thomas Kinsman. 2019. Daintree: A Nature Legacy Experience. (2019).Google Scholar
- United Nations. 2017a. COP23: UN Climate Change Conference. (2017). https://www.un.org/sustainabledevelopment/cop23/Google Scholar
- United Nations. 2017b. The Ocean Conference. (2017). http://unvr.sdgactioncampaign.org/ocean-conferenceGoogle Scholar
- Oculus. 2019. VR for Good. (2019). https://www.oculus.com/vr-for-good/Google Scholar
- Tom Perry. 2018. Completing the storytelling 'circle': a VR project goes home. (2018). http://blogs.worldbank.org/eastasiapacific/completing-storytelling-circle-vr-project-goes-homeGoogle Scholar
- Project Empathy. 2019. Available Online. (2019). https://www.projectempathyvr.com/Google Scholar
- William R. Sherman and Alan B. Craig. 2018. Understanding virtual reality: Interface, application, and design. Morgan Kaufmann.Google Scholar
- World Bank. 2018. Fiji's climate change story in virtual reality. (2018). http://www.ourhomeourpeople.com/Google Scholar
Index Terms
- Virtual and Augmented Reality for Positive Social Impact
Recommendations
Extending Virtual Reality Display Wall Environments Using Augmented Reality
SUI '19: Symposium on Spatial User InteractionTwo major form factors for virtual reality are head-mounted displays and large display environments such as CAVE®and the LCD-based successor CAVE2®. Each of these has distinct advantages and limitations based on how they’re used. This work explores ...
Speed reading on virtual reality and augmented reality
AbstractMany virtual reality (VR) and augmented reality (AR) applications in education require speed reading. The current study aimed to explore whether the reading performance on VR and AR is different from that on traditional desktop display,...
Highlights- We explored performance of speed reading on virtual and augmented reality.
- ...
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Comments