CHICAGO — (BUSINESS WIRE) — June 9, 2016 — SIGGRAPH 2016, the world's leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques, will celebrate “The Summer of VR” with an unprecedented number of experiential and cutting-edge Virtual Reality and Augmented Reality installations, during this year’s conference. A conference where attendees can "Render the Possibilities," SIGGRAPH 2016 will be held at the Anaheim Convention Center, 24–28 July 2016.
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“Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando, Kiyoshi Suganuma; Yamaguchi Center for Arts and Media; Jun Rekimoto; Sony Computer Science Laboratories, Inc., The University of Tokyo
Throughout the week of this year’s VR Village, attendees can explore the fascinating potential of brand-new VR and AR formats for telling stories, engaging audiences, and powering real world applications in the fields of health, education, entertainment, design and gaming. The 2016 VR Village will feature real-time immersion in tomorrow’s virtual and augmented realities, including Virtual Reality (VR), Augmented Reality (AR), and short-form immersive filmmaking.
The immersive, VR and AR installations and programming includes a wide range of both Juried and Invited Content which will offer a versatile, wide range of presentations from major studios, independent filmmakers, game developers and universities as well as non-profit institutions, such as research labs and planetariums. With the remarkable growth of VR and AR during this past year, content creators and manufacturers are rapidly making important and original contributions to consumer products and content. SIGGRAPH 2016 attendees will have the chance to experience amazing, cutting-edge VR/AR applications recently developed by the world’s top talent.
SIGGRAPH 2016 VR Village Chair Denise Quesnel said, “When attendees from our 2015 conference were surveyed, many of them stated that they would definitely like to see more VR and AR experiences in 2016. To address this need, we have assembled a diverse array of VR/AR content that will captivate attendee interest throughout the week. Our 2016 VR Village will host a number of remarkable, top level, VR/AR installations, films, games, and presentations. The adjudicated and curated content was selected by a well-respected team of AR/VR specialists in order to fully demonstrate the versatile nature of interactive, immersive realities. Without question, SIGGRAPH 2016 will be truly celebrating the ‘Summer of VR!’”
SIGGRAPH 2016 VR Village Experience and Program Highlights include:
VR Village Installations —
“Parallel Eyes”: Exploring Human Capability and Behaviors with Paralleled First Person View Sharing
This multiplayer VR attraction will allow attendees to play a game of “Tag.” During this social, scientific and game-oriented experience, each player will be able to “see” each other, as though having eyes in the back of their heads inside their VR headsets. Each participant will be untethered (Nomadic VR), and will have the ability to hide from other players. This installation, which takes VR into a physically tangible space through an incredible new scientific accomplishment, will be presented by Sony Computer Science Laboratories, Inc., the University of Tokyo and the Yamaguchi Center for Arts and Media (Y-CAM InterLab).
MechVR: Interactive VR Motion Simulation of a “Mech” Biped Robot
A presentation from South Carolina-based Clemson University, MechVR allows participants to go inside a physical motion simulator while donning a VR headset. Each player can embody a giant biped robot machine that will walk, run and fly, while also prompting the user to utilize hand controllers in hitting practice targets. The physical movements of the players will match the visual presented on their VR screens. This themed-entertainment type attraction was originally developed for flight and training simulations, and explores VR user experience (UX), a custom software base and user interface.
“Synesthesia Suit”: The Full-Body Immersive Experience
Presented by Keio University, Rhizomatiks Co. Ltd., and Enhance Games, Inc. of Japan, this demonstration allows participants to wear a full-body, haptic VR suit – comprised of 18 powerful micro-sensors – synced to a selection of two VR environments. Called the TECHTILE technology, and implemented into the Synesthesia Suit, this was first seen in December of 2015 for the public demonstration of “Rex Infinite” PlayStation VR game. Users will be able to feel the beat and pulse of the music within the demo’ed environments, taking inspiration from the sensations of “feeling and seeing” music and sounds. In addition to “Rex Infinite,” the creators will also showcase a custom game interface that takes full advantage of the Suit’s full potential.
VR Village Storylab —
We are pleased to announce a new initiative called “VR Storylab” that
blends narrative-driven, 360-degree, VR content in a physical lab
environment. Located within VR Village, this diverse assortment of art,
entertainment, academic, scientific, and experiential VR content will
entertain and immerse attendees. Through participation in this
groundbreaking lab, attendees will have the opportunity to help SIGGRAPH
shape the future of an immersive programming venue. Films to be shown in
the VR Storylab include: