English
 
User Manual Privacy Policy Disclaimer Contact us
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT

Released

Talk

Social Interactions in Virtual Reality: Challenges and Potential

MPS-Authors
/persons/resource/persons83829

Breidt,  M
Max Planck Institute for Biological Cybernetics, Max Planck Society;
Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society;

/persons/resource/persons84088

Mohler,  B
Max Planck Institute for Biological Cybernetics, Max Planck Society;
Research Group Space and Body Perception, Max Planck Institute for Biological Cybernetics, Max Planck Society;

External Ressource
Fulltext (public)
There are no public fulltexts stored in PuRe
Supplementary Material (public)
There is no public supplementary material available
Citation

Trutoiu, L., Breidt, M., Mohler, B., & Steed, A. (2015). Social Interactions in Virtual Reality: Challenges and Potential. Talk presented at IEEE Virtual Reality (VR 2015). Arles, France.


Cite as: http://hdl.handle.net/11858/00-001M-0000-002A-46B4-6
Abstract
This panel will discuss the current technical challenges of social interaction in VR as well as the potential for using virtual reality as a social interface. We will consider face-to-face interactions, representations of full body avatars, and multi-user interaction. We will focus on discussing technical challenges, including tracking and animation, which are currently limiting social interactions in VR. The immense sensitivity of human perception to biological motion, either faces or full body motion, is driving the high requirements for any kind of animation in VR. In recent years, a lot of progress has been made in the field of facial animation and performance capture, mostly for use in feature animation or high-end game production, but little has made its way into the field of Virtual Reality so far. If the real-time requirements could be met without sacrificing too much quality, VR research could strongly benefit from these advances in order to develop compelling multi-user social interactions. The panelists are researchers leading the efforts to design, implement, and facilitate the next generation VR social interactions. Each panelist will provide a 5-10 minute presentations on the most pressing challenges for enabling VR social interaction from their perspective. Panelists will speak about their area of expertise in brief presentations, 5-10 minutes, on the topics below. Further, we will present successful applications that exist today that use virtual reality to enable social interactions and innovations that are needed for these applications to reach a larger audience. The moderators will then start a discussion, followed by questions from the audience.