TY - GEN
T1 - Low-Cost VR Applications to Experience Real Word Places Anytime, Anywhere, and with Anyone
AU - Wallgrun, Jan Oliver
AU - Masrur, Arif
AU - Zhao, Jiayan
AU - Taylor, Alan
AU - Knapp, Eric
AU - Chang, Jack Shen Kuen
AU - Klippel, Alexander
PY - 2019/3
Y1 - 2019/3
N2 - Low-cost VR applications in our understanding are applications that run on inexpensive hardware, such as mobile solutions based on a combination of smartphone and VR viewer, and that can be created with relatively low costs, efforts, and VR expertise involved. We present our approach for creating such low-cost applications of real world places, developed with the goal of putting the content creation into the hands of the domain experts rather than of VR experts. Since the target audience of such authors often consists of groups of people, our aim, furthermore, is to go beyond typical single user experiences by incorporating a joint VR component that allows users to not only use the applications anywhere and anytime but also together with anyone they want to share it with, resulting in new design decisions and challenges that need to be addressed. While our focus is on joint educational experiences, such as the example of an application to learn about fire ecology in the Ishi Wilderness in California used throughout this article, the approach can just as well be applied in business, entertainment, or social media oriented contexts.
AB - Low-cost VR applications in our understanding are applications that run on inexpensive hardware, such as mobile solutions based on a combination of smartphone and VR viewer, and that can be created with relatively low costs, efforts, and VR expertise involved. We present our approach for creating such low-cost applications of real world places, developed with the goal of putting the content creation into the hands of the domain experts rather than of VR experts. Since the target audience of such authors often consists of groups of people, our aim, furthermore, is to go beyond typical single user experiences by incorporating a joint VR component that allows users to not only use the applications anywhere and anytime but also together with anyone they want to share it with, resulting in new design decisions and challenges that need to be addressed. While our focus is on joint educational experiences, such as the example of an application to learn about fire ecology in the Ishi Wilderness in California used throughout this article, the approach can just as well be applied in business, entertainment, or social media oriented contexts.
KW - and virtual realities
KW - augmented
KW - content creation for VR
KW - education.
KW - H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems - Artificial
KW - immersive technology
KW - K.5.2 [Information Interfaces and Presentation]: User Interfaces - Evaluation/methodology
KW - Low-cost VR
KW - mobile VR
KW - remote joint VR
U2 - 10.1109/WEVR.2019.8809593
DO - 10.1109/WEVR.2019.8809593
M3 - Conference paper
AN - SCOPUS:85072214986
T3 - 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019
BT - 2019 IEEE 5th Workshop on Everyday Virtual Reality, WEVR 2019
PB - IEEE
T2 - 5th IEEE Workshop on Everyday Virtual Reality, WEVR 2019
Y2 - 23 March 2019 through 24 March 2019
ER -