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	<title>Social VR &#8211; VRTogether</title>
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	<description>An end-to-end system for the production and delivery of photorealistic and social virtual reality experiences</description>
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	<title>Social VR &#8211; VRTogether</title>
	<link>https://vrtogether.eu</link>
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	<item>
		<title>Your body feels good</title>
		<link>https://vrtogether.eu/2018/08/16/your-body-feels-good/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=your-body-feels-good</link>
		
		<dc:creator><![CDATA[Artanim]]></dc:creator>
		<pubDate>Thu, 16 Aug 2018 08:42:40 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Avatar]]></category>
		<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Social VR]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=685</guid>

					<description><![CDATA[<p>Do you feel in control of the body that you see? This is an important question in virtual reality (VR) as it highly impacts the user’s sensation of presence and embodiment of an avatar representation while immersed in a virtual environment. To better understand this aspect, VR together partners Artanim performed an experiment to assess [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/16/your-body-feels-good/">Your body feels good</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Do you feel in control of the body that you see? This is an important question in virtual reality (VR) as it highly impacts the <strong>user’s sensation of presence and embodiment of an avatar representation</strong> while immersed in a virtual environment. To better understand this aspect, VR together partners <a href="http://www.artanim.ch/"><strong>Artanim</strong></a> performed an experiment to assess the relative impact of different levels of body animation fidelity to presence.</p>
<p>In this <strong>experiment</strong>, the users are equipped with a motion capture suit and reflective markers to track their movements in real time with a Vicon optical motion capture system. They also wear Manus VR gloves for fingers tracking and an Oculus HMD. At each trial, the face (eye gaze and mouth), fingers and the avatar&#8217;s upper and lower bodies are manipulated with different degree of animation fidelity, such as no animation, procedural animation and motion capture. Each time, users have to execute a number of tasks (walk, grab an object, speak in front of a mirror) and to evaluate if they are in control of their body. Users start with the simplest setting and, according to the judged priority, improve features of the avatar animation until they are satisfied with the experience of control.</p>
<p>Using the order in which users improve the movement features, we can assert on the most valuable animation features to the users. With this experiment, we want to confront the relative importance of animation features with the costs of adoption (monetary and effort) to provide software and use guidelines for live 3D rigged character mesh animation based on affordable hardware. This outcome will be useful to better define <strong>what makes a compelling social VR experience</strong>.</p>
<p><img loading="lazy" class="wp-image-690 alignleft" src="http://vrtogether.eu/wp-content/uploads/2018/08/VR-Together.jpg" alt="" width="558" height="594" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together.jpg 1200w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-282x300.jpg 282w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-768x818.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-962x1024.jpg 962w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-700x746.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-410x437.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-100x107.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together-275x293.jpg 275w" sizes="(max-width: 558px) 100vw, 558px" /><img loading="lazy" class="alignleft wp-image-688" src="http://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3.jpg" alt="" width="378" height="283" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3.jpg 1200w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-300x225.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-768x576.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-1024x768.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-700x525.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-410x308.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-100x75.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together3-275x206.jpg 275w" sizes="(max-width: 378px) 100vw, 378px" /></p>
<p>&nbsp;</p>
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<p><img loading="lazy" class="wp-image-689 alignnone" src="http://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4.jpg" alt="" width="377" height="283" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4.jpg 1200w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-300x225.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-768x576.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-1024x768.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-700x525.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-410x308.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-100x75.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VR-Together4-275x206.jpg 275w" sizes="(max-width: 377px) 100vw, 377px" /></p>
<p>&nbsp;</p>
<h5>Who we are</h5>
<p><a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a> is a non-profit foundation founded in 2011 and located in Geneva, Switzerland. The foundation carries out research activities in the field of computer graphics according to two strategic axes of research linked to motion capture: virtual reality, mainly the creation and animation of digital avatars and the development of interactive VR and AR applications; and medical research (joint biomechanics, orthopaedics, sports medicine).</p>
<p>Come and follow us in this VR journey with <a href="http://www.motionspell.com/" target="_blank" rel="noopener noreferrer">Motion Spell</a>, <a href="http://www.i2cat.net">i2CAT</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener noreferrer">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener noreferrer">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener noreferrer">CERTH</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener noreferrer">Viaccess-Orca</a>, <a href="http://www.entropystudio.net/" target="_blank" rel="noopener noreferrer">Entropy Studio</a><img loading="lazy" class="size-full wp-image-380 alignleft" src="http://vrtogether.eu/wp-content/uploads/2018/02/eu-logo.png" alt="" width="226" height="111" srcset="https://vrtogether.eu/wp-content/uploads/2018/02/eu-logo.png 226w, https://vrtogether.eu/wp-content/uploads/2018/02/eu-logo-100x49.png 100w" sizes="(max-width: 226px) 100vw, 226px" /></p>
<p><em>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</em></p>
<p>&nbsp;</p>
<p><em>Text and pictures: </em><em>Henrique Galvan Debarba, Caecilia Charbonnier </em><em>&#8211; <a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a></em></p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/16/your-body-feels-good/">Your body feels good</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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			</item>
		<item>
		<title>VRTogether and the future of Social VR</title>
		<link>https://vrtogether.eu/2018/08/03/vrtogether-and-the-future-of-social-vr/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=vrtogether-and-the-future-of-social-vr</link>
		
		<dc:creator><![CDATA[i2CAT]]></dc:creator>
		<pubDate>Fri, 03 Aug 2018 10:28:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Oculus]]></category>
		<category><![CDATA[Oculus Venues]]></category>
		<category><![CDATA[Social VR]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VR Market]]></category>
		<category><![CDATA[VRTogether]]></category>
		<guid isPermaLink="false">http://vrtogether.eu/?p=669</guid>

					<description><![CDATA[<p>The virtual reality market is gaining more traction by the day, large players in the field develop new innovative solutions to maximise immersiveness and a lot is fueled by the social media giant named Facebook who owns one of the most powerful companies in the field, Oculus. It’s Chief Scientist, Michael Abrash, recently published an [&#8230;]</p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/03/vrtogether-and-the-future-of-social-vr/">VRTogether and the future of Social VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The virtual reality market is gaining more traction by the day, large players in the field develop new innovative solutions to maximise immersiveness and a lot is fueled by the social media giant named Facebook who owns one of the most powerful companies in the field, Oculus. It’s Chief Scientist, Michael Abrash, recently published an <a href="https://www.oculus.com/blog/vrs-grand-challenge-michael-abrash-on-the-future-of-human-interaction/" target="_blank" rel="noopener noreferrer">interesting blog post</a> describing the biggest challenges in VR in the years to come.</p>
<p>In the issues analysed he addresses the topic of inference by giving different examples in which our brain’s assumptions are far from reality and how VR can use this in its favour to design the next level of immersive experiences. Moreover, he refers to open issues such as eye tracking, hand tracking, focus in VR displays and essentially the importance of coordination of real humans movements within the virtual space.</p>
<p>Looking a bit further around we discovered a <a href="https://www.forbes.com/sites/johnkoetsier/2018/04/30/virtual-reality-77-of-vr-users-want-more-social-engagement-67-use-weekly-28-use-daily/#6360193e18fc/" target="_blank" rel="noopener noreferrer">market research study</a> indicating how people intend to use VR technologies. We notice a high expectation of VR usage among the users who own the necessary hardware but most importantly the importance of social engagement in VR.</p>
<figure id="attachment_675" aria-describedby="caption-attachment-675" style="width: 814px" class="wp-caption aligncenter"><img loading="lazy" class="wp-image-675 size-full" src="http://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues.jpg" alt="" width="814" height="424" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues.jpg 814w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-300x156.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-768x400.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-700x365.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-410x214.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-100x52.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/Oculus-venues-275x143.jpg 275w" sizes="(max-width: 814px) 100vw, 814px" /><figcaption id="caption-attachment-675" class="wp-caption-text">Source: <a href="https://techcrunch.com/2018/05/01/new-oculus-venues-app-organizes-live-vr-events-under-one-roof/">Techcrunch</a></figcaption></figure>
<p>We recently had a great experience by trying out the platform that Oculus experiment with, <a href="https://www.wired.com/story/oculus-venues/" target="_blank" rel="noopener noreferrer">Oculus Venues</a>, by showing <a href="https://www.roadtovr.com/world-cup-2018-oculus-venues/" target="_blank" rel="noopener noreferrer">selected games</a> from the World Cup to viewers based in the USA. After joining the experience and starting the application, we found ourselves represented by an avatar and seated in a virtual part of the football stadium where the game was taking place. Besides the football game and the score, the most interesting part was the rest of the people who were around us. It was possible to interact verbally and also use the Rift controllers for moving the hands of the avatar. It was really interesting to see people joining such an experience given the airing time of the events (05:00 a.m.) and its popularity as a time assigned to sleep. Communicating with the other end-users and talking about the sociality of this VR experience was very easy and a lot of this excitement was shared among the crowd of the participants.</p>
<figure id="attachment_676" aria-describedby="caption-attachment-676" style="width: 823px" class="wp-caption aligncenter"><img loading="lazy" class="wp-image-676" src="http://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs.jpg" alt="" width="823" height="450" srcset="https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs.jpg 1299w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-300x164.jpg 300w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-768x420.jpg 768w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-1024x560.jpg 1024w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-700x383.jpg 700w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-410x224.jpg 410w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-100x55.jpg 100w, https://vrtogether.eu/wp-content/uploads/2018/08/VRTogether-Pilot-1-Scenes-designs-275x150.jpg 275w" sizes="(max-width: 823px) 100vw, 823px" /><figcaption id="caption-attachment-676" class="wp-caption-text">Source: VRTogether Pilot 1 Scene designs</figcaption></figure>
<p>VR-Together will be addressing this kind of social experiences in its core by assembling an innovative end-to-end pipeline for the delivery of photorealistic immersive content to multiple users. VR-Together will be going beyond the state-of-the-art experiences mentioned above. In Pilot 1, end-users will be represented by their real-life point clouds, time-varying meshes or 2D images, compared to the avatars used in Oculus Venues.  End-users will be able to interact and communicate with each other in real-time, with a special functionality for HMD removal, within a virtual interrogation room (3D scene) while also being able to interact with the environment itself (in Pilot 3). VR-Together will also conduct some experiments to evaluate the level of immersiveness, the feeling of togetherness and various other aspects that define what constitutes a “truly” social VR experience. An overview of the project, its objectives and envisioned scenarios can be found in the publication presented during the VR workshop in ACM TVX 2018<a href="#_ftn1" name="_ftnref6"><sup>[1]</sup></a>. Below you can find a list of the metrics VR-Together will be using to evaluate the VR experience in development.</p>
<table width="900">
<tbody>
<tr>
<td width="305"><strong>Metrics</strong></td>
<td width="596"><strong>Description</strong></td>
</tr>
<tr>
<td width="305"><em>Technical performance (objective)</em></td>
<td width="596"><em>delays, bandwidth, media sync, traffic overhead, CPU load, media quality, etc.</em></td>
</tr>
<tr>
<td width="305"><em>User experience (objective)</em></td>
<td width="596"><em>gaze, head direction, physiological signals, speech activity, motion data, interaction with the environment and between users, etc.</em></td>
</tr>
<tr>
<td width="305"><em>User experience (subjective)</em></td>
<td width="596"><em>questionnaires, interviews, observations, etc.</em></td>
</tr>
<tr>
<td width="305"><em>Added value (objective/subjective)</em></td>
<td width="596"><em>questionnaires, interviews, etc.</em></td>
</tr>
</tbody>
</table>
<p>We are excited and proud to present our Pilot 1 experience in September 2018. Make sure to follow our Twitter account and find out about our next demonstration!</p>
<p>Stay tuned and see you soon!</p>
<p><a href="#_ftnref1" name="_ftn6"><sup>[1]</sup></a> M. Montagud, J. A. Núñez, T. Karavellas, I. Jurado, S. Fernández, “Convergence between TV and VR: Enabling Truly Immersive and Social Experiences”, Workshop on Virtual Reality, co-located with ACM TVX 2018, Seoul (South Korea), June 2018</p>
<p>&nbsp;</p>
<h5>Who we are</h5>
<p>The <a href="http://www.i2cat.net/en" target="_blank" rel="noopener noreferrer">i2CAT Foundation</a> is a non-profit research and technology centre that promotes R&amp;D activities in the fields of the Internet and advanced digital technologies. It has pioneered an innovation model based on collaboration between companies, public administrations, academia and users. i2CAT coordinates the VRTogether project</p>
<p>Come and follow us in this VR journey with <a href="http://www.motionspell.com/" target="_blank" rel="noopener noreferrer">Motion Spell</a>, <a href="https://www.cwi.nl/" target="_blank" rel="noopener noreferrer">CWI</a>, <a href="https://www.tno.nl/en/" target="_blank" rel="noopener noreferrer">TNO</a>, <a href="https://www.certh.gr/root.en.aspx" target="_blank" rel="noopener noreferrer">CERTH</a>, <a href="http://www.artanim.ch/" target="_blank" rel="noopener noreferrer">Artanim</a>, <a href="https://www.viaccess-orca.com/" target="_blank" rel="noopener noreferrer">Viaccess-Orca</a>, <a href="http://www.entropystudio.net/" target="_blank" rel="noopener noreferrer">Entropy Studio</a><img loading="lazy" class="size-full wp-image-380 alignleft" src="http://vrtogether.eu/wp-content/uploads/2018/02/eu-logo.png" alt="" width="226" height="111" srcset="https://vrtogether.eu/wp-content/uploads/2018/02/eu-logo.png 226w, https://vrtogether.eu/wp-content/uploads/2018/02/eu-logo-100x49.png 100w" sizes="(max-width: 226px) 100vw, 226px" /></p>
<p><em>This project has been funded by the European Commission as part of the H2020 program, under the grant agreement 762111.</em></p>
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<p><em>Text: Themistoklis Karavellas &#8211; <a href="http://www.i2cat.net/en">i2CAT</a></em></p>
<p><a href="#_ftnref1" name="_ftn1"></a></p>
<p>The post <a rel="nofollow" href="https://vrtogether.eu/2018/08/03/vrtogether-and-the-future-of-social-vr/">VRTogether and the future of Social VR</a> appeared first on <a rel="nofollow" href="https://vrtogether.eu">VRTogether</a>.</p>
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