University of Southern California

OTSVR

The past several years has seen a dramatic shift towards the use of consumer and hobbyist devices in virtual reality systems and 3D user interfaces.  Spurred by the video game industry, inexpensive motion sensing input devices are commonplace among home users, and have acted as a catalyst for innovation among researchers and hobbyists alike.  Combined with the availability of lower cost, high-resolution displays and powerful mobile smartphone and tablet devices capable of realistic 3D rendering, it is now possible to create compelling immersive experiences at a fraction of the previous cost and with greater potential for widespread adoption.

The Workshop on Off-The-Shelf Virtual Reality is intended to bring together researchers, professionals, and hobbyists to share ideas that leverage off-the-shelf technology for the creation of virtual reality experiences.  Building on a successful workshop from IEEE VR 2012, OTSVR 2013 will provide a venue for sharing novel hardware prototypes, software toolkits, interaction techniques, and novel immersive systems and applications that integrate low-cost consumer and hobbyist devices.  With an eye towards penetrating the barrier for widespread use, the workshop will focus specifically on research and applications using technology that is replicable at the price point of a typical home user.   Specific areas of interest include, but are not limited to:

  • Low-cost immersive hardware designs and prototypes
  • Software toolkits for leveraging off-the-shelf technology
  • Virtual/augmented reality using smartphones or tablet devices
  • Inexpensive immersive display or projection technology
  • Novel systems or interaction techniques using low-cost motion sensing devices such as the Microsoft Kinect, Nintendo Wiimote, or Playstation Move
  • Evaluations of immersive applications that can be deployed using consumer level devices

Accepted papers will be published in the IEEE Xplore Digital Library.

For more information about the event, please contact the organizers.

 

Program

The workshop will take place on Saturday, March 16, from 10:30 AM – 5:00 PM.

10:30 – 10:40 Introduction Opening Remarks from Workshop Organizers
10:40 – 11:00 Paper A Systems Framework to Off-the-Shelf Technology Integration for Flight Simulation Research
Luan Le Ngoc and Roy S. Kalawsky
11:00 – 11:20 Paper Evolution and Usability of Ubiquitous Virtual Environments
Aryabrata Basu and Kyle Johnsen
11:20 – 11:40 Paper Virtualizing Real-life Lectures with vAcademia and Kinect
Andrey Smorkalov, Mikhail Fominykh and Ekaterina Prasolova-Førland
11:40 – 12:00 Paper Low-cost Augmented Reality prototype for controlling network devices
Anh Nguyen and Amy Banic
12:00 – 1:30 Lunch
1:30 – 1:50 Talk Building a Mobile Immersive Virtual Reality System on a Smartphone
Anthony Steed
1:50 – 2:10 Paper Single Viewer Walk-around Quasi-Volumetric Display
Peter Wins and Kyle Johnsen
2:10 – 2:30 Paper PS Move API: A Cross-Platform 6DoF Tracking Framework
Thomas Perl, Benjamin Venditti and Hannes Kaufmann
2:30 – 2:50 Paper Pixelbending: Using nuanced, continuous gestures with off-the-shelf tracking devices
Anamary Leal, Andrew D. Wood and Doug A. Bowman
2:50 – 3:30 Break
3:30 – 3:50 Paper Hand-held Touch Device as a Selection Interface in Virtual Environments
Prabhakar Vemavarapu and Christoph Borst
3:50 – 4:10 Talk Open-Source Virtual Reality Displays
Perry Hoberman
4:10 – 4:30 Talk Modding the Oculus Rift
Mark Bolas and Thai Phan
4:30 – 5:00 Demos Live Demos and Open Discussion

 

Program Committee

  • Felipe Bacim, Virginia Tech
  • Gerd Bruder, University of Würzburg
  • Thomas Butkiewicz, University of New Hampshire
  • Jian Chen, University of Maryland, Balitimore County
  • Joon Hao Chuah, University of Florida
  • Perry Hoberman, University of Southern California
  • Jason Jerald, NextGen Interactions
  • Kyle Johnsen, University of Georgia
  • J. Adam Jones, USC Institute for Creative Technologies
  • Hannes Kaufmann, Vienna University of Technology
  • Sebastian Koenig, USC Institute for Creative Technologies
  • Regis Kopper, Duke University
  • Sébastien Kuntz, “i’m in VR”
  • Joseph LaViola, University of Central Florida
  • Jarrell Pair, PRX Labs LLC
  • Zachary Toups, Texas A&M University
  • Anton Treskunov, Samsung
  • Ky Waegel, University of North Carolina at Chapel Hill
  • Jia Wang, Worcester Polytechnic Institute
  • Zachary Wartell, University of North Carolina at Charlotte
  • Andy Wilson, Microsoft Research