Invited Speech: EuroVR Association
The EuroVR Association is an umbrella organisation gathering not only individuals, but also national chapters and associations, large companies, small-to-medium enterprises (SMEs), as well as research institutions, universities and laboratories, all of them with a keen interest in Virtual Reality, Augmented Reality and Mixed Reality (VR/AR/MR).
Founded in 2010 as a continuation of the work in the FP6 Network of Excellence INTUITION (2004 – 2008), EuroVR seeks to:
– Gather relevant stakeholders from Large Industries, Small-to-Medium Enterprises (SMEs), Public Bodies, Research Institutes, Universities and Individuals interested in VR/AR to provide a common discussion forum;
– Establish connections with established National Associations and Chapters in relevant fields, as well as support the creation of new national Chapters in other countries;
– Promote research excellence, and stimulate development and deployment of VR/AR technologies in existing, new and emerging fields;
– Facilitate the structuring and VR/AR research integration in Europe.
VR/AR in 2018 – Ready for Industrial Use?
Within the past years, Virtual Reality (VR) and Augmented Reality (AR) have gained much attention. In addition, the rising interest in these topics is not limited to entertainment applications any more: Affordable, high-performance hardware and powerful 3D visualization software are currently making VR/AR technology available to everyone.
As a consequence, industrial VR/AR scenarios are becoming more and more popular. However, several crucial challenges remained largely unsolved so far, limiting the broad use of VR/AR in industry.
In my talk, I will highlight the key factors that determine the applicability of VR/AR in industry. I will mention several related challenges, and I will show how far we currently are on the way of solving them. In this context, 3D Web technology and standards are of crucial importance.
Finally, I will give examples of promising industrial use cases, where we have succeeded to create industry-scale pipelines and workflows for VR/AR experiences on all kinds of client devices.
Psychological aspects of human interaction in mixed reality interfaces
In the last two years, technological tools known as Mixed Reality Interfaces (MRI) have appeared on the market, which not only allow user interaction with a virtual environment, but also allow the physical objects of the user's immediate real environment to serve as elements of interaction with the virtual environment. That is, MRIs are perfect tools to introduce into our reality new virtual elements (objects and virtual humans) that will generate a new reality in our brain. Today, MRIs are the most technologically advanced tools that human beings have used to date to improve their reality and generate artificial realities that improve the reality they live. In the last year, there is an unusual interest in MRI in the ICT industry. That means that MRI will be a revolution in human communication mediated by new technologies, as in the moment was the irruption of the mobile phone. Therefore, the central question that motivates the present talk is: what capacity will MRIs have to alter the reality that we are going to live in a few years and hence alter the social communication between humans?
To date, only a very basic aspect of MRIs is being investigated, its ability to simulate our current reality. However, the above question calls for a paradigm shift in current MRI research. It is necessary to advance towards this new paradigm by proposing a basic research scheme that will allow to analyze the influence of individual personnel variables and MRI interaction aspects will have on basic aspects of human behavior, like decision making. In this talk, we present several examples of how MRI can be used for human behavior tracking and modification, we describe different research projects results and we conclude with a discussion of potential future implications.
Grasping and Walking for VR, Virtual Humans and Social Robots
Grasping and Walking are the two most important actions performed by Humans. They require a lot of training and learning as we may observe with little children.
In this talk, we will discuss these two actions in three contexts: Virtual Reality, Virtual Humans, and Social Robots.
In VR, we will discuss how to grasp virtual objects and how to feel them, including the haptic aspect. We will also explain how to walk in Virtual Worlds and have the real feeling to walk.
We will then explain how to make a Virtual Human grasping automatically any object and how to model the gait and what are the problem during navigation.
Finally, we will extend these problems to social robots, discuss the walking problems and how social robots can grasp objects with a human-like behaviour.
Building the Metaverse – One Standard at a Time
For VR and AR to become truly pervasive, the Web needs to be enabled with open APIs for 3D and inferencing acceleration, efficient 3D asset delivery formats, and standards for cross platform user interaction. The Khronos group is working alongside other standards organizations to create the building blocks for XR-enabled browsers. This keynote will provide an update on the very latest development in Khronos standards, and how they fit within the larger Web ecosystem. Neil will also discuss some the barriers and hurdles the industry faces in bringing the XR Web to life.