WEKO3
アイテム
Shaping the future of 3D interaction with virtual worlds
http://hdl.handle.net/10061/0002000426
http://hdl.handle.net/10061/000200042633f4e171-9703-490c-a174-659f4e610bfa
| アイテムタイプ | ビデオ / Others(1) | |||||||
|---|---|---|---|---|---|---|---|---|
| 公開日 | 2024-05-27 | |||||||
| タイトル | ||||||||
| タイトル | Shaping the future of 3D interaction with virtual worlds | |||||||
| 言語 | ||||||||
| 言語 | eng | |||||||
| 資源タイプ | ||||||||
| 資源タイプ | video | |||||||
| アクセス権 | ||||||||
| アクセス権 | open access | |||||||
| 著者 |
Lecuyer, Anatole
× Lecuyer, Anatole
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| 抄録 | ||||||||
| 内容記述タイプ | Abstract | |||||||
| 内容記述 | Virtual reality (VR) spontaneously evokes a set of high-endtechnologies designed to "immerse" itsusers in synthetic 3Denvironments simulated in real time by a computer. Thanks to dedicatedinterfaces such as head-mounted displays, VR applications allow usersto have powerful experiences such as being in a different place orinteracting with characters that are not physically present forreal.The first VR systems date back to the 1950s or 1960s, but a media andeconomic craze hasrecently developed, especially with the buzz around"metaverses" these massively shared virtualworlds often presented asthe "Internet of the future", in which we may one day be able toperform many human activities such as working, training, visiting,meeting, shopping, etc. Such anextraordinary promise has motivatedcolossal investments of the tech giants over the last 10 years.We aretherefore living in a pivotal and historic moment for this field,which is progressively moving towards mass applications. In this talk,we will question the next steps for VR technologies. We willfirstargue that VR is progressively bringing more physical engagement in 3Dhuman-computer interactions, for example through "haptic" technologies(tactile or force feedback) or virtual embodiment in "self-avatars"(anthropomorphic representation of oneself in a virtualenvironment).We will also focus on the current hybridization of VRtechnologies with physiological and neural interfaces, suggestingfuture interactive systems directly exploiting users' cognitivestates, and pavingthe way for even more compelling and holisticexperiences. We will illustrate our talk with some ofour latestscientific results, showing a glimpse of what could be “the future ofour 3D interactions with virtual worlds”. | |||||||
| 内容記述 | ||||||||
| 内容記述タイプ | Other | |||||||
| 内容記述 | 講演日: 2023年4月7日 4限 | |||||||
| 内容記述 | ||||||||
| 内容記述タイプ | Other | |||||||
| 内容記述 | 講演場所: 情報科学棟 エーアイ大講義室(L1) | |||||||
| 映像時間 | ||||||||
| 内容記述タイプ | Other | |||||||
| 内容記述 | 映像時間: 1時間24分0秒 | |||||||
| 時間 | ||||||||
| 値 | 01:24:00 | |||||||
| 書誌情報 |
発行日 2023-04-07 |
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| フォーマット | ||||||||
| 内容記述タイプ | Other | |||||||
| 内容記述 | video/mp4 | |||||||
| 出版者 | ||||||||
| 出版者 | Nara Institute of Science and Technology | |||||||
| 著者版フラグ | ||||||||
| 出版タイプ | VoR | |||||||
| シリーズ名 | ||||||||
| 関連タイプ | isPartOf | |||||||
| 関連名称 | 情報科学領域・コロキアム:2023年度 | |||||||
| 本文URL | ||||||||
| 表示名 | NAIST Digital Library | |||||||
| URL | https://library.naist.jp/opac/book/106200 | |||||||
| 電子化ID | ||||||||
| 値 | M022284 | |||||||