2nd Workshop on Emerging Novel Prototyping Techniques for XR (ENPT XR)
Workshop hosted by IEEE VR 2024, March 16, 2024, Orlando, FL, USA (In Person)
Objective of the Workshop
The primary goal of this workshop is to foster a collaborative environment where researchers and industry practitioners from diverse backgrounds can come together to explore and shape the future of prototyping in the realms of Virtual Reality (VR), Augmented Reality (AR), and 3D User Interfaces. It aims to provide a platform for discussing the latest advances in rapid prototyping techniques for Extended Reality (XR). Additionally, it serves as a forum for sharing ideas, formulating unifying theories, and pinpointing research opportunities, establishing a community, all aimed at advancing the field of XR prototyping.
Introduction
Extended reality has finally become a mainstream technology. Recent advances in commercial VR and the calls by big tech companies to build the “Metaverse,” have increased interest in the medium. This interest forced designers from different backgrounds to look for effective ways to communicate their ideas to technical developers and rapidly prototype effectively for XR.
This workshop will bring together researchers and industry practitioners from different backgrounds to discuss the future of prototyping for VR, AR, and 3D User Interfaces, and help chart a course for the future of XR prototyping techniques. We invite authors to submit 2-4 page position papers (double column) on any of the following topics:
Rapid prototyping for XR experiences (AR, VR, MR)
Rapid prototyping by novice and non-tech-savvy designers
Prototyping for immersive storytelling
Prototyping for Haptic/tactile feedback in XR applications
XR hardware design and prototyping
Repurposing of existing prototyping techniques for immersive contexts
Novel prototyping techniques supported by custom devices/tools
Prototyping techniques or technologies/plugins/frameworks designed specifically to support novice (non-technical) users in designing/prototyping XR
User/case studies evaluating the above topics
Speculative design evaluating the future of the above topics
Related but unlisted topics are also welcome. In addition to a presentation at the workshop, authors of all accepted submissions will be strongly encouraged to demonstrate their novel prototyping techniques in a video which will be shared with the workshop participants and on our workshop website.
We seek to tie these contributions together intellectually with unifying ideas, frameworks, and theories that provide common ground for discussing, analyzing, connecting, inventing, comparing, and making predictions about emerging new prototyping techniques as well as to identify gaps or opportunities for a future research agenda from gaps in a new taxonomy. To start the discussion concretely, we will use the notion of prototyping for XR experiences by novice/non-tech-savvy designers.
Workshop Questions for Discussion
Do these prototyping techniques differ among VR, AR, MR, etc.? How? Why?
What is common about these new prototyping techniques, and what things or ideas connect them? What differs?
Do they vary in importance based on the application, e.g., storytelling vs healthcare app?
Is there a next generation of prototyping techniques or just a set of disparate developments? Are they unique to XR or inspired primarily by other arts like film or fields like engineering?
Taking prototyping for XR experiences by novice/non-tech-savvy designers as a provisional starting point, is it possible to extend, expand, support, disagree with, or modify the initial XR prototyping techniques for novice designers' framework? or introduce alternative approaches?
How can we predict, understand, and identify gaps in prototyping for XR experiences by novice/non-tech-savvy designers?
Are there opportunities for new methods or tools inspired by gaps uncovered by this?
Workshop Schedule
Saturday, March 16th, 2024 (Eastern Daylight Time, GMT-4)
Keynote Speaker
Keynote: XR Prototyping for Sports Spectating: Research and Development for Onsite AR Experiences at Sport Events
Stefanie Zollmann, PhD
Associate Professor, University of Otago
Bio:
Stefanie Zollmann is an Associate Professor for Computer Science at the University of Otago in New Zealand. At Otago, she is co-leading the Visual Computing Otago research group. Before starting at Otago in 2016, she worked as a senior developer at Animation Research Ltd on eXtended Reality visualization, Computer Graphics, Video Processing and Computer-Vision-based tracking technology for sports broadcasting. She also worked for Daimler and Graz University of Technology. Her main research is in the field of Visual Computing, which describes the combination of traditional Computer Graphics, Computer Vision, Machine Learning, Visualization and Human-Computer-Interaction. Her research focus is on eXtended Reality (XR) for sports and media, situated visualization techniques for Augmented Reality and novel methods for capturing content for immersive experiences. A lot of her research has outdoor applications, and as such, she is very interested in effective Emerging Novel Prototyping Techniques for XR, in particular, the ones that allow a smooth transition between in-lab developments and in-field work. Stefanie serves on the Editorial Boards of Transaction on Visualization and Graphics (TVCG) and Computers & Graphics.
Important Dates
IEEE VR Conference Papers Author Notification December 7, 2023, 23:59 AoE
Submission Deadline January 10, 2024, 23:59 AoE (Extended) January 19, 2024, 23:59 AoE
Notification Deadline January 17, 2024, 23:59 AoE (Extended) January 21, 2024, 23:59 AoE
Camera-Ready January 24, 2024, 23:59 AoE
Submission Information
Papers should be submitted via PCS: https://new.precisionconference.com
Submissions must be anonymized and in PDF format, in the VGTC format: http://junctionpublishing.org/vgtc/Tasks/camera.html
All submissions will be reviewed by experts in the areas listed above. At least one author of each accepted submission must register for the workshop and IEEE VR 2024 conference. Authors of accepted papers will be expected to give a 10-minute presentation at the workshop, and encouraged to give a demonstration of their research as a video. Proceedings will be submitted for inclusion in the IEEE Xplore Library. We will also host the papers on this site.
Potentially, these papers will be seeds of journal article contributions under a special issue through an arrangement with a Journal or a magazine. This is to be confirmed soon.
Workshop Organizers
Assem Kroma, MDM, MA
Instructor & PhD Candidate
School of Information Technology
Carleton University
assem.kroma [at] Carleton.ca
(Primary Organizer)
Zahra Borhani
PhD Candidate & Graduate Research Assistant
Colorado State University
zahra.borhani [at] colostate.edu
Anthony Scavarelli, PhD
Professor & Socio-Experiential UX Researcher
Algonquin College
scavara [at]algonquincollege.com
Sojung Bahng, PhD
Assistant Professor
Department of Film and Media & the DAN School of Drama &Music
Queen's University
sojung.bahng [at] queensu.ca
Kristen Grinyer
PhD Student & Instructor
School of Information Technology
Carleton University
kristen.grinyer [at] Carleton.ca
Robert J. Teather, PhD
Associate Professor
School of Information Technology
Carleton University
rob.teather [at] carleton.ca
Victoria McArthur, PhD
Associate Professor & Program Director
School of Journalism and Communication
Carleton University
victoria.mcarthur [at] carleton.ca
Francisco R. Ortega, PhD
Associate Professor & Director of the Natural User Interaction lab (NUILAB)
Colorado State University
fortega [at] colostate.edu
Want to become a member of our community?
We are building a community on Slack XR Prototyping Research Group for those interested in the subject.
You don't have to be a participant in the workshop to join. If you are a researcher or a member of the industry interested in the subject,
please send a request from your institutional email to assem.kroma [at] carleton.ca
Questions?
Please send any questions to Assem Kroma at assem.kroma [at] carleton.ca