KEYWORD |
Area Engineering
Experiencing past events through an eXtended Reality application for the Metaverse
keywords COMPUTER ANIMATION, MACHINE LEARNING, VIRTUAL AND AUGMENTED REALITY
Reference persons ALBERTO CANNAVO', FABRIZIO LAMBERTI
External reference persons ALESSANDRO VISCONTI
Research Groups GR-09 - GRAphics and INtelligent Systems - GRAINS
Description Extended reality applications are getting commonplace in several domains, ranging from entertainment to education. Moreover, the increasing interest in the Metaverse is attracting, more and more, the attention of researchers and companies. In the Metaverse, different communities can meet each other, with the aim of exchanging their idea or knowledge and working together on a given project. But what happens if a user has not the possibility to participate in an online event, or the people he or she is looking for lived in the previous century?
The aim of this thesis is to provide users the possibility to experience seamless physical interactions or events even if they happened in the past. In this way, when a user is unable to participate in a given interaction or event, the system will be able to capture co-located or remote physical events in real-time, recognize and constructs a list of events (possibly dependent on each other), and allow immersed users to revisit them at a suitable time. Intelligent systems could be leveraged to make alive famous people or reconstruct historical events, with the aim of making them available in the Metaverse. This capability of a system to reconstruct events and interactions is usually referred to as Asynchronous Reality. The system will also allow users to transition along the reality-virtuality continuum and collaborate with users experiencing the same application through different technologies. In this way, the benefits of both virtual and augmented reality can be leveraged in the same application, e.g., for developing problem-solving skills, proposing and validating new interaction paradigms. Developing such kind of asynchronous- and cross-reality systems is usually characterized by numerous challenges (addressed in this thesis). The outcomes of this research would be applied to a number of use cases, such as virtual prototyping, training, enabling user-to-user or user-to-machine/robot collaborations in scenarios regarding, e.g., education, industry, healthcare, cultural heritage, etc.
Suggested readings:
- Gruenefeld, Uwe, et al. "VRception: Rapid Prototyping of Cross-Reality Systems in Virtual Reality." CHI Conference on Human Factors in Computing Systems. 2022.
- Wang, Nanjia, and Frank Maurer. "A Design Space for Single-User Cross-Reality Applications." Proceedings of the 2022 International Conference on Advanced Visual Interfaces. 2022.
- Kikuchi, Yusuke, et al. "Mobile Cross Reality (XR) Space for Remote Collaboration." Human Factors in Virtual Environments and Game Design 50 (2022).
- Woodworth, Jason W., David Broussard, and Christoph W. Borst. "Redirecting Desktop Interface Input to Animate Cross-Reality Avatars." 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2022.
- Fender, Andreas Rene, and Christian Holz. "Causality-preserving asynchronous reality." Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems. 2022.
See also http://grains.polito.it/work.php
Deadline 15/01/2025
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