Workshops

W1 - The 1st IEEE International Workshop on "Mixed Reality Implications on Cultural Heritage Experience (MrICHE)"

Organizers:
Lorenzo Carnevale, Università degli Studi di Messina
Antonio Fleres, Università degli Studi di Messina
Marco Centorrino, Università degli Studi di Messina
Luisa Damiano, Università IULM di Milano
Massimo Villari, Università degli Studi di Messina

Monday, 4 October
9:30 CEST UTC+2

Discord Channel for Zoom link and Interactive Q&A Access (registered attendees only): Browser, App
Workshop participation available in Gathertown Room: Workshop 1

Abstract:

While the daily life becomes more digital, the use of new and combined media enhances how culture is experienced. In this scenario, Cultural Heritage uses Virtual, Augmented, and Mixed Reality technologies for enabling new means of exploration, interaction, and interpretation of culture. The presentation of the past, as well as the storytelling of exhibitions, acquire a new dimension of awareness and interaction. This model changes the spaces where culture is provided because of the need to have intelligent environments, capable to interact with visitors equipped (or not) with wearable technologies.

On the other hand, as the environment becomes more interactive by means of immersive technologies, we will need to rethink the relationship between users, environments and society, due to the capabilities of these technologies to affect both human perception and their relationship with the surroundings. Thus, it is fundamental to focus the attention on the epistemic, ethical and social implications of AR/MR technologies in a cultural context as well.

Therefore, the main aim of the workshop is discussing, ideating, and prototyping use-cases for creating immersive Augmented Reality and Mixed Reality experiences for the purpose of making both new functions and reuse of the existing cultural heritage, as well as promoting the born of a new cultural heritage based on digital technology. Moreover, the workshop wants to stress the relationship which occurs between users, technology and environment. In addition, a further intent consists in encouraging and developing a deeper understanding of the social, ethical and epistemic implications of the interaction between human beings and augmented environment.

Web Page. MrICHE 2021

W2 - XR4Fashion: XR Solutions for the Fashion Industry

Organizers:
Elisavet Chatzilari, Information Technologies Institute, Centre for Research & Technology Hellas (CERTH)
Spiros Nikolopoulos, Information Technologies Institute, Centre for Research & Technology Hellas (CERTH)
Jim Downing, Metail

Monday, 4 October
14:30 CEST UTC+2

YouTube Stream (non-interactive)
Discord Channel for Zoom link and Interactive Q&A Access (registered attendees only): Browser, App

Abstract:

Lately, we have been witnessing a digital transformation of the fashion industry, with many of its operations becoming digital from their current physical counterpart. Even more nowadays, with the COVID-19 pandemic, the fashion industry is investing in the new digital technologies. For example, the current design workflows and item production is moving towards digital and 3D design. This transition of the current physical experiences to their digital twins has motivated a plethora of XR related applications, since XR comes to fill in the gap between the two experiences. On the other hand, the gaming industry has made significant breakthroughs in the inclusion of garments and fashion items in games and their visualization has become increasingly realistic. However, such items have been directly designed for use in a game engine with significant work made by dedicated graphic artists. Bringing the gaming and the fashion worlds together will introduce a novel field of experience for consumer-level applications. In this direction, there are many research challenges, that the XR4Fashion workshop aims at addressing: from the accuracy, attractiveness and photorealism of human avatar generation, to the simulations/interactions of avatars and fashion items, which are designed for production (i.e. to be manufactured as actual garments) and are not tailored to a game engine (e.g. to be inserted in a game engine and simulated on top of 3D human avatars) and to the integration of all aforementioned technologies into consumer-level XR applications (such as virtual tryons and more). This workshop is intended to harvest the full spectrum of novelties in the field of fashion experiences through the lenses of XR technology.

Web Page. https://etryon-h2020.eu/xr4fashion/

W3 - 1st Workshop on Replication in Extended Reality (WoRXR)

Organizers:
Jens Grubert, Coburg University
Florian Echtler, Aalborg University
Mohammed Safayet Arefin, Mississippi State University
J. Edward Swan II, Mississippi State University

Monday, 4 October
14:30 CEST UTC+2

YouTube Stream (non-interactive)
Discord Channel for Zoom link and Interactive Q&A Access (registered attendees only): Browser, App

Abstract:

The 1st workshop on replication in Extended Reality aims at bringing together researchers interested in replication of empirical research as well as algorithmic reproducibility inside and outside of the AR/VR/MR/XR community. Specifically, the workshop will start with introducing important concepts and case studies and then evolve into discussing position papers by participants.

Web Page. https://sites.google.com/view/replicationinxr/

W4 - Mixed/Augmented Reality for Mental Health

Organizers:
Nilufar Baghaei, Massey University
Hai-Ning Liang, Xi’an Jiaotong-Liverpool University
John Naslund, Harvard Medical School

Friday, 8 October
9:30 CEST UTC+2

YouTube Stream (non-interactive)
Discord Channel for Zoom link and Interactive Q&A Access (registered attendees only): Browser, App

Abstract:

Mental health conditions pose a major challenge to healthcare providers and society at large. The World Health Organization predicts that by the year 2030, mental health conditions will be the leading disease burden globally. Mental health services are struggling to meet the needs of users and arguably fail to reach large proportions of those in need. Early intervention, support and education can have significant positive impact on a person’s prognosis.

Augmented, Virtual and/or Mixed Reality environments can potentially create new effective care models in the wider context of prevention and support for individuals affected by mental health disorders such as depression, anxiety, eating disorders, mood disorders, psychotic disorders, addictive behaviours and substance abuse disorders.

Following our successful ISMAR 2019 workshop as well as the special issues we recently organised at Frontiers in Public Health (2020) and Frontiers in Virtual Reality (2021) on the same topic, the goal of this workshop is to provide an opportunity for Extended Reality researchers and Health researchers and practitioners to submit their original ideas, work-in-progress contribution, and position papers on the design and/or evaluation of new mental health technologies. We are interested in theoretically, empirically, and/or methodologically oriented contributions focused on supporting mental health delivered through novel designs and evaluations of on AR/VR/MR systems. In addition to potential benefits, we would also like to receive contributions on potential dangers of using such technologies for addressing mental health issues.

Web Page. No web page available.

W5 - Universal Augmented Interaction (UNAI)

Organizers:
Maxim Bakaev, Novosibirsk State Technical University
R. Elakkiya, SASTRA Deemed University
Olga Razumnikova, Novosibirsk State Technical University
V. Subramaniyaswamy, SASTRA Deemed University

Friday, 8 October
9:30 CEST UTC+2

YouTube Stream (non-interactive)
Discord Channel for Zoom link and Interactive Q&A Access (registered attendees only): Browser, App

Abstract:

Virtual and Augmented Reality, even though associated with cutting-edge advancements, are not in fact very novel technologies. Their adoption rate has so far been relatively slow, compared to other modes of humans’ interaction with computer systems. The reasons behind that do not get much research focus, and technology enthusiasts prefer to highlight potential benefits, not real obstacles. However, we feel that in order to promote wider application of VR/AR and help them pass the Trough of Disillusionment, there is a strong need to better understand the actual needs and limitations of all their user groups.

The UNAI workshop will bring in original research, review and position papers, as well as practical developments dedicated to various types of augmented interaction, including AR, AI-enhanced and adaptive interfaces, neural and brain-computer technologies, etc. Particular focus is on making them universally useful, usable and accessible for all kinds of users, including non-technologically advanced ones, such as elder people, and in all contexts: at home and at work, in medicine/healthcare and in industry, as momentary entertainment and as everyday jobs. In these, the focus is on human aspects and social impact, rather than technological nuances.

Web page: http://unai-conf.site

W6 - PERCxR - Perceptual and Cognitive Issues in XR

Organizers:
Missie Smith, Facebook Reality Labs Research
Nayara de Oliveira Faria, Virginia Tech
Étienne Peillard, IMT Atlantique

Friday, 8 October
14:00 CEST UTC+2

YouTube Stream (non-interactive)
Discord Channel for Zoom link and Interactive Q&A Access (registered attendees only): Browser, App

Abstract:

The ISMAR 2021 Workshop on Perceptual and Cognitive Issues in XR (PERCxR) is the seventh installment of the previous successful PERCAR workshops held at the IEEE VR conferences 2015-2020.

The crux of this workshop is the creation of a better understanding of the various perceptual and cognitive issues that inform and constrain the design of effective augmented reality systems. There is neither an in-depth overview of these factors, nor well-founded knowledge on most effects as gained through formal validation. In particular, long-term usage effects are inadequately understood. However, mobile platforms and emerging head-worn display hardware (“glasses”) ignite the number of users, as well as the system usage duration. To fulfill usability needs, a thorough understanding of perceptual and intertwined cognitive factors is highly needed by both research and industry: issues such as depth misinterpretation, object relationship mismatches and information overload can severely limit usability of AR applications, or even pose risks on its usage. Based on the gained knowledge, for example new interactive visualization and view management techniques can be iteratively defined, developed and validated, optimized to be congruent with human capabilities and limitations en route to more usable AR application interfaces.

Web Page. https://percxrgroup.wixsite.com/2021

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