scholarly journals "Real Baby - Real Family": Holdable tangible baby VR

10.29007/2bg2 ◽  
2018 ◽  
Author(s):  
Rex Hsieh ◽  
Yuya Mochizuki ◽  
Takaya Asano ◽  
Marika Higashida ◽  
Daiki Agatsuma ◽  
...  

“Real Baby - Real Family” is a Virtual Reality baby nursery simulator that aims at conveying the parental and family love to the audiences. It has since been exhibited at Laval Virtual 2017, Anime Expo 2017, and SIGGRAPH 2017. This article will attempt to discuss the feedback and reviews gathered during the international exhibitions and shed light on the future development of this project.

2017 ◽  
Vol 17 (2) ◽  
pp. 72-78
Author(s):  
Rex Hsieh ◽  
Yuya Mochizuki ◽  
Takaya Asano ◽  
Marika Higashida ◽  
Akihiko Shirai

"Real Baby - Real Family" is a Virtual Reality baby nursery simulator that aims at conveying the parental and family love to the audiences. It has since been exhibited at Laval Virtual 2017, Anime Expo 2017, and SIGGRAPH 2017. This article will attempt to discuss the feedback and reviews gathered during the international exhibitions and shed light on the future development of this project.


Author(s):  
Matthew B. Pierce ◽  
Philip A. Young ◽  
Shawn M. Doherty

There has been a general push within the past five years to commercialize virtual reality (VR) gaming for public use. Devices such as the Oculus Rift, HTC Vive, PlayStation VR, and Samsung VR on the market have emerged with more to come in the future. With these immersive technologies becoming more accessible, researchers can more easily test the idea of levels of engagement in VR games compared to non-VR games on the console or PC. VR companies market their immersive technology to be more engaging experiences but very little research has been conducted with newer models. The purpose of this study is to investigate the difference in engagement when using a VR version or a non-VR version of the game Thumper. The study will have 60 participants of varying expertise who will play Thumper for twenty-three minutes and then will be asked to take a demographic survey, the GUESS measure, and a motion sickness survey. This study is in progress and expects to shed light on the relationships between immersion and virtual reality.


2014 ◽  
Vol 651-653 ◽  
pp. 1523-1526
Author(s):  
Li Liu ◽  
Guo Xi Yin ◽  
Kun Sha ◽  
Bin Gao

As one of the key technologies in the future development of the Internet,virtual reality technology has been more and more applied to the field of sports training, which will subvert the traditional sports training and bring a series of major changes to the traditional sports training. This paper will be based on the interpretation of virtual reality technology and combine it with the analysis on trend of virtual reality technology, so as to explore the construction of the system of virtual sports scene by means of virtual reality technology.


2020 ◽  
Vol 10 (10) ◽  
pp. 3450 ◽  
Author(s):  
Qian Song ◽  
Yoo Sang Wook

In order to reduce some of the problems of technological restructuring and insufficient expansion in the current film and television production mode, the application of emerging technologies such as artificial intelligence (AI), virtual reality (VR), and Internet of Things (IoT) in the film and television industry is introduced in this research. First, a topical crawler tool was constructed to grab relevant texts about “AI”, “VR”, and “IoT” crossover “film and television”, and the grasping accuracy rate and recall rate of this tool were compared. Then, based on the extracted text, the data of recent development in related fields were extracted. The AdaBoost algorithm was used to improve the BP (Back Propagation) neural network (BPNN). This model was used to predict the future development scale of related fields. Finally, a virtual character interaction system based on IoT-sensor technology was built and its performance was tested. The results showed that the topical crawler tool constructed in this study had higher recall rate and accuracy than other tools, and a total of 188 texts related to AI, VR, and IoT crossover television films were selected after Naive Bayes classification. In addition, the error of the BPNN prediction model based on the AdaBoost algorithm was less than 20%, and it can effectively predict the future development scale of AI and other fields. In addition, the virtual character interaction system based on IoT technology constructed in this study has a high motion recognition rate, produces a strong sense of immersion among users, and can realize real-time capture and imitation of character movements. In a word, the field of AI and VR crossover film and television has great development prospects in the future. Therefore, the application of IoT technology in building the virtual-character interaction system can improve the effect of VR or AI film and television production.


2014 ◽  
pp. 889-915
Author(s):  
Anna Abakunkova

The article examines the state of the Holocaust historiography in Ukraine for the period of 2010 – beginning of 2014. The review analyzes activities of major research and educational organizations in Ukraine which have significant part of projects devoted to the Holocaust; main publications and discussions on the Holocaust in Ukraine, including publications of Ukrainian authors in academic European and American journals. The article illustrates contemporary tendencies and conditions of the Holocaust Studies in Ukraine, defines major problems and shows perspectives of the future development of the Holocaust historiography in Ukraine.


1997 ◽  
Vol 1 (2) ◽  
pp. 200-226 ◽  
Author(s):  
Hector L MacQueen

This paper,first presented on 21 October 1995 at ajoint seminar ofthe Scottish Law Commission and the Faculty of Law, University of Edinburgh, on the subject of breach of contract, considers the future development of the law in this area, first by considering its history and current state in comparative terms and drawing the conclusion that it is characterised by a mixture of Civilian and Common Law elements; second, by comparing Scots law with the provisions on breach contained in recently published proposals for a harmonised law of contract (the UNIDROIT Principles of International Commercial Contracts, the Principles of European Contract Law prepared by the Lando Commission, and the draft “code”for the United Kingdom prepared on behalf of the English Law Commission by Harvey McGregor in the late 1960s) and in international conventions on the sale of goods. Although Scots law emerges reasonably wellfrom this exercise, there are a number of points to be taken on board in any future reform, as well as some insights into important underlying principles.


2018 ◽  
Vol 16 (5) ◽  
pp. 83-90 ◽  
Author(s):  
Hee-Joong Hwang ◽  
Jung Wan Lee ◽  
Dong-Ho Kim ◽  
Jong-Ho Lee ◽  
Byung-Goo Kim ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document