“DazzleVR: Enhancement of Brightness by Presenting Afterimage and Dazzle Reflex Sensation in Virtual Reality” by Hosoi, Ito, Ban and Warisawa – ACM SIGGRAPH HISTORY ARCHIVES

“DazzleVR: Enhancement of Brightness by Presenting Afterimage and Dazzle Reflex Sensation in Virtual Reality” by Hosoi, Ito, Ban and Warisawa

  • SA2023_ETech_Hosoi_DazzleVR

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    DazzleVR: Enhancement of Brightness by Presenting Afterimage and Dazzle Reflex Sensation in Virtual Reality

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    The presentation of brightness is essential in virtual reality. In this paper, we propose a system that can induce the sensation of dazzle by presenting a realistic afterimage and a pseudo dazzle reflex sensation with visuo-haptic feedback. Our system is expected to present realistic environments and emotional performance settings.

References:


    [1] William Berry. 1922. The flight of colors in the after image of a bright light.Psychological Bulletin 19 (1922), 307–337.

    [2]David E. Jacobs, Orazio Gallo, Emily A. Cooper, Kari Pulli, and Marc Levoy. 2015. Simulating the  Visual Experience of Very Bright and Very Dark Scenes. ACM Trans. Graph. 34, 3, Article 25 (may 2015), 15 pages. https://doi.org/10.1145/2714573

    [3] C Evinger, K A Manning, and P A Sibony. 1991. Eyelid movements. Mechanisms and normal data. Invest Ophthalmol Vis Sci 32, 2 (Feb. 1991), 387–400.

    [4] Michinari Kono, Takashi Miyaki, and Jun Rekimoto. 2018. In-Pulse: Inducing Fear and Pain in Virtual Experiences. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (Tokyo, Japan) (VRST ’18). Association for Computing Machinery, New York, NY, USA, Article 40, 5 pages. https://doi.org/10.1145/3281505.3281506

    [5] Laura R. Luidolt, Michael Wimmer, and Katharina Krösl. 2020. Gaze-Dependent Simulation of Light Perception in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics 26, 12 (2020), 3557–3567. https://doi.org/10.1109/TVCG.2020.3023604

    [6] Nathan Matsuda, Alex Chapiro, Yang Zhao, Clinton Smith, Romain Bachy, and Douglas Lanman. 2022. Realistic Luminance in VR. In SIGGRAPH Asia 2022 Conference Papers (Daegu, Republic of Korea) (SA ’22). Association for Computing Machinery, New York, NY, USA, Article 21, 8 pages. https://doi.org/10.1145/3550469.3555427

    [7] Tao Zeng, Keyu Wei, Yanlin Yu, and Yi Zhao. 2019. Eye-around vibration haptics on VR immersion improvement. Virtual Reality & Intelligent Hardware 1, 2 (2019), 176–184. https://doi.org/10.3724/SP.J.2096-5796.2018.0014


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