TY - GEN
T1 - Alternative reality
T2 - 10th International Conference on Ubiquitous Computing and Ambient Intelligence, UCAmI 2016
AU - Ishizawa, Fumiko
AU - Nakajima, Tatsuo
N1 - Publisher Copyright:
© Springer International Publishing AG 2016.
PY - 2016
Y1 - 2016
N2 - In this paper, we propose a new design strategy for integrating fictionality into the real world named Alternative Reality, which makes it possible to connect the daily urban world with the virtual world from a temporal aspect to influence humans to adopt better lifestyles. The worlds also can be seamlessly integrated because the virtual world consists of real landscapes, objects and persons. This means that it may be possible to enhance the real world by showing fictional events among real events: people experience the enhanced hybrid world as in the real world rather than in a fictional world such as a movie. To demonstrate the design strategy of Alternative Reality, we have developed two case studies. The first case study investigates whether a user can sense the improbable behavior of a moving object as realistic, where the user can interact with the object. The second case study investigates whether a user can experience fictional occurrences in the virtual world as they are experienced in the real world. In both case studies, a user wears a head-mounted display to increase the immersion in the hybrid world created by Alternative Reality, in which the virtual world is created by capturing the real world with a 360-degree camera. The insights of the experiments with the case studies show that Alternative Reality effectively augments the real world without losing touch with reality.
AB - In this paper, we propose a new design strategy for integrating fictionality into the real world named Alternative Reality, which makes it possible to connect the daily urban world with the virtual world from a temporal aspect to influence humans to adopt better lifestyles. The worlds also can be seamlessly integrated because the virtual world consists of real landscapes, objects and persons. This means that it may be possible to enhance the real world by showing fictional events among real events: people experience the enhanced hybrid world as in the real world rather than in a fictional world such as a movie. To demonstrate the design strategy of Alternative Reality, we have developed two case studies. The first case study investigates whether a user can sense the improbable behavior of a moving object as realistic, where the user can interact with the object. The second case study investigates whether a user can experience fictional occurrences in the virtual world as they are experienced in the real world. In both case studies, a user wears a head-mounted display to increase the immersion in the hybrid world created by Alternative Reality, in which the virtual world is created by capturing the real world with a 360-degree camera. The insights of the experiments with the case studies show that Alternative Reality effectively augments the real world without losing touch with reality.
KW - Augmented reality
KW - Behavior changes
KW - Embedding fictionality
KW - Head mounted display
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=84999036936&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84999036936&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-48746-5_36
DO - 10.1007/978-3-319-48746-5_36
M3 - Conference contribution
AN - SCOPUS:84999036936
SN - 9783319487458
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 353
EP - 364
BT - Ubiquitous Computing and Ambient Intelligence - 10th International Conference, UCAmI 2016, Proceedings
A2 - Caballero-Gil, Pino
A2 - García, Carmelo R.
A2 - Quesada-Arencibia, Alexis
A2 - Burmester, Mike
PB - Springer Verlag
Y2 - 29 November 2016 through 2 December 2016
ER -