Create by Doing – Action Sequencing in VR | SpringerLink
Skip to main content

Create by Doing – Action Sequencing in VR

  • Conference paper
  • First Online:
Advances in Computer Graphics (CGI 2019)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 11542))

Included in the following conference series:

Abstract

In every virtual reality application, there are actions to perform, often in a logical order. This logical ordering can be a predefined sequence of actions, enriched with the representation of different possibilities, which we refer to as a scenario. Authoring such a scenario for virtual reality is still a difficult task, as it needs both the expertise from the domain expert and the developer. We propose to let the domain expert create in virtual reality the scenario by herself without coding, through the paradigm of creating by doing. The domain expert can run an application, record the sequence of actions as a scenario, and then reuse this scenario for other purposes, such as an automatic replay of the scenario by a virtual actor to check the obtained scenario, the injection of this scenario as a constraint or a guide for a trainee, or the monitoring of the scenario unfolding during a procedure.

This work is part of the ANR-16-FRQC-0004 INTROSPECT project, and the SUNSET project funded by the ANR-10-LABX-07-01 “Investing for the Future” program.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., Jin, M.: The use of immersive virtual reality in the learning sciences: digital transformations of teachers, students, and social context. J. Learn. Sci. 17(1), 102–141 (2008). https://doi.org/10.1080/10508400701793141

    Article  Google Scholar 

  2. Chan, J.C.P., Leung, H., Tang, J.K.T., Komura, T.: A virtual reality dance training system using motion capture technology. IEEE Trans. Learn. Technol. 4(2), 187–195 (2011). https://doi.org/10.1109/TLT.2010.27

    Article  Google Scholar 

  3. Fletcher, J.D.: Does this stuff work? A review of technology used to teach. TechKnowlogia Jan–Mar, 10–14 (2003)

    Google Scholar 

  4. Klopfer, E., Perry, J., Squire, K., Jan, M.F., Steinkuehler, C.: Mystery at the museum: a collaborative game for museum education. In: Proceedings of the 2005 Conference on Computer Support for Collaborative Learning, pp. 316–320. International Society of the Learning Sciences (2005). http://dl.acm.org/citation.cfm?id=1149293.1149334

  5. Klopfer, E., Squire, K.: Environmental detectives-the development of an augmented reality platform for environmental simulations. Educ. Technol. Res. Dev. 56, 203–228 (2007)

    Article  Google Scholar 

  6. Lee, G.A., Nelles, C., Billinghurst, M., Kim, G.J.: Immersive authoring of tangible augmented reality applications. In: Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality, ISMAR 2004, pp. 172–181. IEEE Computer Society, Washington, DC (2004). https://doi.org/10.1109/ISMAR.2004.34

  7. Paiva, A., Machado, I., Prada, R.: Heroes, villians, magicians, & dramatis personae in a virtual story creation environment. In: Proceedings of the 6th International Conference on Intelligent User Interfaces, IUI 2001, pp. 129–136. ACM, New York (2001). https://doi.org/10.1145/359784.360314

  8. Zyda, M.: From visual simulation to virtual reality to games. Computer 38(9), 25–32 (2005). https://doi.org/10.1117/12.703906

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Flavien Lécuyer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Lécuyer, F., Gouranton, V., Reuzeau, A., Gaugne, R., Arnaldi, B. (2019). Create by Doing – Action Sequencing in VR. In: Gavrilova, M., Chang, J., Thalmann, N., Hitzer, E., Ishikawa, H. (eds) Advances in Computer Graphics. CGI 2019. Lecture Notes in Computer Science(), vol 11542. Springer, Cham. https://doi.org/10.1007/978-3-030-22514-8_27

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-22514-8_27

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-22513-1

  • Online ISBN: 978-3-030-22514-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics