Skip to content

Filmakademie Baden-Württemberg

Location Based XR

Location Based XR (LBX) provides users access to a wide range of immersive experiences, from seated single player to free roaming multiplayer. Virtual and mixed reality devices like head mounted displays (HMDs) can be combined with physical interaction and haptic stimulation. Modern HMDs allow for use without any additional hardware, yet can be combined with backpack PCs or wifi-streaming for the display of audio-visual content with high computing demands.

Storytelling

LBX allows for numerous novel applications and services. However, location-based systems are rare and have high maintenance demands. Furthermore, there are only very few examples with valuable content that make use of the immersive capabilities while at the same time telling an compelling story.

Scalability

Therefore, FABW will create a scalable narrative LBX with emphasis on dragging the users into an compelling story world. Within the EMIL Lighthouse project Filmakademie will develop three different experience formats:
Scale Level 1: individually seated.
Scale Level 2: individually in a room scale environment
Scale Level 3: group experience in a large environment

Intentions

This scalable LBX is a special approach potentially inspiring future narrative XR work. Furthermore we want to experiment with opportunities for inclusion of physically challenged users. Additional components like haptic devices will be evaluated and tested.

XR @ Animationsinstitut

The Lighthouse project will make use of knowledge, experience, tools and workflows from several XR projects at FABW. For example Longing for Wilderness is a VR experience taking the immersants on a journey from the busy city into the beauty of nature. It was realised as a seated experience and augmented with a haptic backpack and wind machine. An extensive evaluation at several events was performed and published [Zimmermann et al. 2016 ]. Strands of Mind explores a world beyond the bounds of our human perception. Beeing – A nature inspired immersive VR journey takes its users on a fantatic ride syncronized with a short distance train [Bucella at al. 2021]:

Publications

    

[Zimmermann et al. 2016 ] Marc Zimmermann, Volker Helzle, and Diana Arellano. 2016. Longing for wilderness. In ACM SIGGRAPH 2016 VR Village (SIGGRAPH '16). Association for Computing Machinery, New York, NY, USA, Article 13, 1–2. https://doi.org/10.1145/2929490.2932423

[Bucella at al. 2021] Felix Bucella, Volker Helzle, and Simon Spielmann. 2021. Beeing - A nature inspired immersive VR journey designed to enhance public transportation. In ACM SIGGRAPH 2021 Talks (SIGGRAPH '21). Association for Computing Machinery, New York, NY, USA, Article 44, 1–2.https://doi.org/10.1145/3450623.3464643
Website: https://animationsinstitut.de/en/blog/projects/detail/beeing-2

Jonas Trottnow, Will Greenly, Christian Shaw, Sam Hudson, Volker Helzle, Henry Vera and Dan Ring. SAUCE: Asset Libraries of the Future. Full Paper.Digipro2020. Wednesday 12 August 11:40am – 12:20pm (PDT). Virtual Confernce.https://doi.org/10.1145/3403736.3403941

Volker Helzle and Kai Goetz. 2018. Digital Albert Einstein, a case study. In ACM SIGGRAPH 2018 Talks (SIGGRAPH '18). Association for Computing Machinery, New York, NY, USA, Article 57, 1–2. https://doi.org/10.1145/3214745.3214782

Simon Spielmann and Volker Helzle. 2018. Augmented reality for virtual set extension. In ACM SIGGRAPH 2018 Talks (SIGGRAPH '18). Association for Computing Machinery, New York, NY, USA, Article 10, 1–2. https://doi.org/10.1145/3214745.3214783

Jiayan Chen. 2019. Super Size Hero. In SIGGRAPH Asia 2019 XR (SA '19). Association for Computing Machinery, New York, NY, USA, 40–41.https://doi.org/10.1145/3355355.3361876

Dimosthenis Gkantzos, Jan Fiess, Lukas Gotkowski, and Aleksandra Todorovic. 2017. Dream makers. In SIGGRAPH Asia 2017 VR Showcase (SA '17). Association for Computing Machinery, New York, NY, USA, Article 5, 1–2.https://doi.org/10.1145/3139468.3148452

Skip to content