The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems

Virtual reality has received a lot of attention lately due to a new wave of affordable HMD devices arriving in the consumer market. These new display devices – along with the availability of fast wireless networking, comprehensive wearable technologies, a

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MediaLab/Institute of Computing/UFF, Niterói, Brazil {lvalente,esteban}@ic.uff.br VisionLab/Department of Informatics/PUC-Rio, Rio de Janeiro, Brazil [email protected] 3 Instituto Federal do Triângulo Mineiro, Uberaba, Brazil [email protected]

Abstract. Virtual reality has received a lot of attention lately due to a new wave of affordable HMD devices arriving in the consumer market. These new display devices – along with the availability of fast wireless networking, comprehensive wearable technologies, and robust context-aware devices – are enabling the emer‐ gence of a new type of mixed-reality system for games and digital entertainment. In this paper we name this new situation as “pervasive virtuality”, which we define as being a virtual environment that is extended by incorporating physical envi‐ ronments, physical objects as “proxy” elements, and context information. This new mixed reality paradigm is not well understood by both industry and academia. Therefore, we propose an extension to the well-known Milgram and Colquhoun’s taxonomy to cope with this new mixed-reality situation. Furthermore, we identify fundamental aspects and features that help designers and developers of this new type of application. We present these features as a two-level map of conceptual characteristics (i.e. quality requirements). This paper also presents a brief case study using these characteristics. Keywords: Pervasive virtuality · Pervasiveness · Context-awareness · Mixedreality continuum

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Introduction

Nowadays we are witnessing a growing interest in VR technologies, as several manu‐ facturers have announced the development and shipping of high-quality head-mounted display (HMD) devices at affordable prices – examples include the Facebook Oculus Rift, Samsung VR, HTC Vive, and Sony PlayStation VR. The availability of these devices – along with fast wireless networking, comprehensive wearable technologies, and robust context-aware devices (e.g. sensor devices and the internet of things) – brings exciting potential to develop new digital entertainment applications. Due to these advances, some initiatives have recently emerged by exploring the following pattern in mixed-reality environments: the players wear mobile HMD devices (seeing only virtual content) and are able to move freely in a physical environment, being © IFIP International Federation for Information Processing 2016 Published by Springer International Publishing AG 2016. All Rights Reserved G. Wallner et al. (Eds.): ICEC 2016, LNCS 9926, pp. 187–198, 2016. DOI: 10.1007/978-3-319-46100-7_16

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able to touch physical walls and interact with physical objects, while immersed in the simulation. On the industry side, The VOID [1] and Artanim Interactive’s VR system [2] are notable examples. On the academia side, we developed a similar experience by creating an indoor navigation system for “live-action virtual reality games” [3, 4]. These three examples share similarities that we believe will become a current trend in digital entertainment