est. 2022
Aims
The extended reality working group is dedicated to advancing the realms of entertainment, industry, and education through the exploration and implementation of extended reality experiences. The group’s primary (but not limited to) aims are:
1. Innovation Hub
Establishing a dynamic platform for the discussion, creation, and advancement of extended reality experiences across entertainment, industry applications, and educational contexts.
2. Diverse Experience Exploration
Encouraging the exploration of diverse and captivating extended reality experiences that captivate, educate, and entertain users across various domains.
3. Experience Enhancement Methodologies
Developing cutting-edge methodologies for designing, developing, and evaluating extended reality content that amplifies user engagement and satisfaction.
4. Empowering Education and Training
Supporting the creation of educational and training programs that equip individuals with the skills to harness extended reality’s potential across different sectors.
Scope
The working group’s scope encompasses a comprehensive range of domains within extended reality, spanning entertainment, industry, and education:
1. Digital Entertainment: Pushing the boundaries of digital entertainment by leveraging virtual reality, augmented reality, and mixed reality to create immersive narrative experiences, interactive art, and engaging virtual worlds.
2. Industrial Applications: Exploring the integration of extended reality in various industries, including manufacturing, healthcare, architecture, and more, to enhance training, visualization, and problem-solving.
3. Learning and Education: Utilizing extended reality to revolutionize learning environments, offering interactive educational content, virtual field trips, and hands-on simulations that enhance comprehension.
4. Narrative and Creativity: Investigating innovative narrative techniques that leverage extended reality to provide users with captivating and participatory storytelling experiences.
5. Cultural and Historical Immersion: Immersing users in historically and culturally significant scenarios, enabling them to explore heritage sites, artifacts, and past civilizations.
6. Mobile and Accessible Experiences: Designing extended reality experiences for mobile platforms, ensuring widespread accessibility and engagement.
7. Content Creation Tools and Platforms: Discussing tools, platforms, and development environments that facilitate the creation of diverse extended reality content across sectors.
8. Guidelines and Ethical Considerations: Establishing guidelines and ethical considerations to ensure responsible development and deployment of extended reality applications.
9. Industry Advancements: Exploring how extended reality can revolutionize industries through enhanced visualization, training simulations, remote collaboration, and more.
Finally, this working group aims at contributing to a better understanding between immersive technologies (XR, AR, VR, MR) dealing with challenges of different interdisciplinary areas and scientists working on resolving problems either using these technologies in other fields (simulation, health, military, biological) or creating methods for improving understanding of any of these particular mentioned technologies. Within this comprehensive aims and scope, the extended reality working group seeks to drive forward the boundaries of possibility, enabling transformative experiences that impact entertainment, industry, and education on a global scale.
Chair
Thiago M. PORCINO
Computer Science Department / TecGraf Institute
Pontifical Catholic University of Rio de Janeiro
Rio de Janeiro
Brazil
E-mail: tmalheiros@tecgraf.puc-rio.br
Vice Chair
Esteban W. CLUA
Federal Fluminense University
Niterói
Brazil
E-mail: esteban@ic.uff.br
Members
BR | Esteban Clua |
BR | Thiago Malheiros Porcino |
DE | Rainer Malaka |
DK | Tony Brooks |
NL | Erik van der Spek |
NL | Jun Hu |
PT | Jorge Cardoso |
SW | Jannicke Baalsrud Hauge |
Overview working groups
- WG 14.1 – Digital Storytelling
- WG 14.2 – Entertainment Robot
- WG 14.3 – Theoretical Foundation of Entertainment Computing
- WG 14.4 – Entertainment Games
- WG 14.5 – Social and Ethical Issues
- WG 14.6 – Extended Reality for Digital Entertainment
- WG 14.7 – Art and Entertainment
- WG 14.8 – Serious Games
- WG 14.9 – Game Accessibility
- WG 14.10 – Sound and Music Computing