1st Workshop on Animation in Virtual and Augmented Environments
19.3.2018 in Reutlingen, Germany
held in conjunction with IEEE Virtual Reality 2018
available online at: https://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?punumber=8579118
Animation is a very broad and heterogeneous media form. Often associated with cinema and television, animated images have entered many areas of life, in particular games, installations, or data visualizations, taking on operative, communicative, epistemic, and didactic tasks, among other things. In this context, Suzanne Buchan (2013) speaks of pervasive animation, a media-world in which animated images are omnipresent. Also in the newest and most innovative field of motion picture production, augmented and virtual and reality, animation is an integral part of artistic, scientific and economical applications in animated forms as well as mixed with live-recorded footage.
The overall goal of the workshop is to identify the chances and challenges of animated content in AVR environments. It focuses on application-oriented contexts, such as industry, education, health or architecture, creating direct benefits for end users and/or customers, but is also open to creative and artistic approaches/use cases.
The workshops aims to create an open environment. It connects specialists from various digital humanities research areas, such as animation, games and media studies with experts from both vision oriented computer science areas such as computer graphics or information visualization, and experts from technically-oriented computer science areas such as data integration, internet-of-things or smart automation.
By encouraging synergies of interdisciplinary approaches the workshop maps animation within the AVR context from different angles and creates new knowledge in this research field.
ANIVAE wants to account the state-of-the-art research in digital humanities with (software) design and visualization for AVR systems, to shape a common understanding, to compare systems and approaches and derive common paradigms, to develop useful and necessary methods and techniques, and to foster new ideas.
Topics of interest include (but are not limited to):
- Animated reality vs. mixed reality content
- Animation techniques in AVR environments
- Hardware/Software support for animation in AVR
- Interdisciplinary and intermedia approaches (e.g. games, film, theatre, fine arts etc.)
- Motion and/or performance capture
- Tools/methods/use cases for Interactive dissemination of animated AVR content
- Use Cases and Applications of animated content in AVR environments
- User Acceptance of animated AVR contents
Deadlines & Dates
- Paper Submission Deadline:
January 14 2018January 24 2018 (Extended!)
- Notification of acceptance: February 14 2018
- Camera-ready Deadline: March 2 2018
- Workshop day: March 19 2018
Following the last years, contributions are planned to be included and indexed in the IEEE digital library.
- Research Papers (6-8 pages) Novel results in the field in the above mentioned categories related to VR/AR/MR/HCI development.
- Short Papers (up to 4 pages) Preliminary results or work in progress.
- State of the Art Reports (6-8 pages) Surveys on the main results in this field, which will allow us to understand and compare achievements and approaches in tackling issues from the VR/AR/MR/HCI communities.
Papers must be written in English and follow the IEEE Computer Society format for VR Conference Papers described at: http://junctionpublishing.org/vgtc/Tasks/camera.html
All papers and camera-ready versions have to be submitted electronically using the conference management tool found at the website: https://easychair.org/conferences/?conf=anivae2018
Submissions will be reviewed by at least 2 PC members following a single-blind review process. Accepted papers will be given guidelines in preparing and submitting the final manuscript(s) together with the notification of acceptance.
The ANIVAE workshop will be a half-day event. Accepted authors for state of the art descriptions and discussion essays will present their ideas in a panel-like format. Accepted contributions for research papers will be organized in sessions consisting of presentations and discussions.
During panels we will encourage the active participation of the audience. We expect this structure to provide a more focused discussions and a lively environment. Presenters will be asked to prepare a slide presentation of their accepted contribution. The general audience of this workshop will receive the workshop´s program with a set of questions in advance, which will guide the discussion in each topic´s panel.
Franziska Bruckner (St. Pölten University of Applied Sciences), email@example.com
Thomas Moser (St. Pölten University of Applied Sciences), firstname.lastname@example.org
Session 1: 9:00-10:30
Juergen Hagler, Michael Lankes and Jeremiah Diephuis
Animating Participants in Co-located Playful Mixed-Reality Installations
AI/VR: Situated Animation in the Library of Babel
Immersion in Digital Animation Research and Education
Session 2: 11:00-12:00
Matthias Husinsky and Franziska Bruckner
Virtual Stage: Interactive Puppeteering in Mixed Reality
Jan-Erik Kilimann, Jan Friesen, Christoph Pott and Philipp Lensing
A Fast Avatar Calibration Method for Virtual Environments Using Six 6-DOF Trackers
Daniel Vogel, Paul Lubos and Frank Steinicke
AnimationVR: Interactive Controller-based Animating in Virtual Reality