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abstract

“Bodyreath”: An Interactive VR Installation to Experience and Understand People with Autism

Published: 14 December 2021 Publication History

Abstract

“Bodyreath” is an interactive virtual reality (VR) installation for understanding people with autism, which is divided into two parts, “external” and “internal”. The “external” is the external projection, which is the artistic effect of four virtual avatars based on the characters and behaviors of autistic people. The “internal” is the interactive VR scenarios, allowing the audience to gain insight into the characteristics of the autistic people represented in each feature: “Stereotyped Behavior”, “Children from the Stars”, “Emotional Instability”, and "Invisibility". Our VR installation provides an interactive narrative through body interaction and role perception, allowing the audience to transform their identity into an autistic person and perceive it from their perspective. It helps the audience to appreciate the innocence of autistic people in a different way and to understand them artistically.

Supplementary Material

MP4 File (3478514.3487612.mp4)
presentation

References

[1]
Mar Gonzalez-Franco, Parastoo Abtahi and Anthony Steed. 2019. Individual Differences in Embodied Distance Estimation in Virtual Reality. IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 941-943.
[2]
Ali Adjorlu and Stefania Serafin. 2019. Teachers' Views on how to use Virtual Reality to Instruct Children and Adolescents Diagnosed with Autism Spectrum Disorder. IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 1439-1442.
[3]
Stephan Jürgens, Carla Fernandes and Rafael Kuffner. 2020. Experiencing Choreographed 4D Visuals in a VR Dance Installation. Performance Research, 25:4, 94-97, 
[4]
Rosemary E. Cisneros, Kathryn Stamp, Sarah Whatley and Karen Wood. 2019. WhoLoDancE: digital tools and the dance learning environment. Research in Dance Education, 20:1, 54-72, 

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Published In

cover image ACM Conferences
SA '21 XR: SIGGRAPH Asia 2021 XR
December 2021
40 pages
ISBN:9781450390750
DOI:10.1145/3478514
  • Editors:
  • Shuzo John Shiota,
  • Ayumi Kimura,
  • Christian Sandor,
  • Maki Sugimoto
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 December 2021

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Author Tags

  1. VR installation
  2. body interaction
  3. motion capture
  4. people with autism

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  • Abstract
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  • Refereed limited

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SA '21
Sponsor:
SA '21: SIGGRAPH Asia 2021
December 14 - 17, 2021
Tokyo, Japan

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Overall Acceptance Rate 178 of 869 submissions, 20%

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