2nd Annual Workshop on 3D Content Creation for Simulated Training in eXtended Reality

(TrainingXR)

Date: March 28 (Sunday), 2021, 9am - 4:30pm EDT

Our workshop has been successfully completed. See you next year!


Overview:

This workshop discusses and articulates research visions on using the latest extended reality (VR/AR/MR) technologies for education and training purposes, and on creating immersive 3D virtual content for delivering effective and personalized training experiences. This workshop will gather researchers and practitioners in a variety of computer disciplines related to XR training and content creation. This workshop will accept research papers on these topics. We will also invite renowned speakers from the research community and the industry to give talks related to XR-based training, to inspire the field to further explore this promising direction.

Schedule: (note: the time is in EDT)

Introduction by the Organizers (9am - 9:15am)

Keynote Talk by Kyle Johnsen (9:15am - 10:15am)

"Talk: Collaborative XR Training Experiences for Engineering Education"

BREAK (10:15am - 10:30am)

Workshop Papers Presentation Session 1

      • "Collective Intelligence of Autonomous Animals in VR Hunting" (10:30am - 10:45am) [video]

      • "A Collaborative Virtual Reality Supermarket Training Application to Teach Shopping Skills to Young Individuals with Autism Spectrum Disorder" (10:45am - 11am) [video]

      • "Depression prevention by mutual empathy training: Using virtual reality as a tool" (11am - 11:15am) [video]

      • "A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality" (11:15am - 11:30am) [video]

      • "Developing VR content for digital career guidance in the context of the pandemic" (11:30am - 11:45am) [video]

      • "Immersive Multimodal and Procedurally-Assisted Creation of VR Environments" (11:45am - 12pm) [video]

LUNCH BREAK (12pm - 1pm)

Keynote Talk by Tobias Höllerer (1pm - 2pm)

"Training for Real"

Workshop Papers Presentation Session 2

      • "Immersive Virtual Reality Training : Three Cases from the Danish Industry" (2pm - 2:15pm) [video]

      • "Design and Simulation of Next-Generation Augmented Reality User Interfaces in Virtual Reality" (2:15pm - 2:30pm) [video]

      • "Parkinson’s Disease Simulation in Virtual Reality for Empathy Training in Medical Education" (2:30pm - 2:45pm) [video]

      • "Management of crisis exercises in virtual reality" (2:45pm - 3pm) [video]

      • Best Paper Award Announcement

Break (3pm - 3:15pm)

Keynote Talk by Dinesh Manocha (3:15pm - 4:15pm)

"Realtime Generation of Audio Content using Deep Learning"

Keynote Speakers:

Kyle Johnsen

University of Georgia

Talk: Collaborative XR Training Experiences for Engineering Education

Abstract:

Engineering Education is a fascinating and diverse academic landscape that is meriting increased attention as demand for highly skilled Engineers (problem-solvers) grows globally. This talk explores how the introduction of XR training experiences can help meet this demand, in part by eliminating barriers to effective educational practices, but also by making engineering courses more engaging and accessible. The talk will also highlight how the Engineering Education community is uniquely positioned to advance XR training by bringing consumers, producers, and evaluators of the technology into close proximity. As an illustration of this effect, case studies of several of such efforts will be presented, including interactive, participatory demonstrations of XR training applications that have been developed by and for the target community's students and instructors.

Tobias Höllerer

University of California, Santa Barbara

Talk: Training for Real

Abstract:

We are in a technological transition period. The last grand paradigm shift in terms of technology adoption, the mobile revolution, happened over a decade ago. Since then, several technologies have been competing to become the next big thing: Internet of Things, Physical Computing, Brain-Computer Interfaces, AI and Agent-based Computing, and of course Virtual and Augmented Reality. In the meantime, Machine Learning, and particularly Deep Learning now play a major role in human-computer-interaction innovations, especially ones involving knowledge about the real, physical world. In a world where technology often 'takes over' it is more important than ever that we train humans on inherently human skills and keep humanity in the technology loop. We posit that the future of learning will have to include the real world (and therefore, XR), will be highly personalized, and will need human experts, not just computing experts. And if we want to teach computers to help in this effort, we will need to customize and curate a lot of meaningful human-relevant data sets along the way.

Dinesh Manocha

University of Maryland at College Park

Talk: Realtime Generation of Audio Content using Deep Learning

Abstract:

Sound simulation methods based on synthesis and propagation are frequently used to generate audio content and effects for gaming, VR and multimedia techniques. In this talk, we give an overview of our recent work on interactive sound simulation and generating real-world effects using machine learning techniques. These include realtime impact sound synthesis for arbitrary shapes, learning acoustic scattering fields of real and virtual objects for hybrid sound propagation, and scene-aware audio rendering using recordings. We describe techniques based on simulation methods to generate training datasets and use geometric deep learning methods to design the neural networks. We highlight their performance on complex benchmarks and also demonstrate their benefits to other applications, including automatic speech recognition.

Organizers:

Lap-Fai (Craig) Yu

George Mason University

Christos Mousas

Purdue University

Ryan McMahan

University of Central Florida

Call for Papers:

This workshop targets at bringing together researchers and experts in AR/VR, computer graphics, computer vision, robotics, and artificial intelligence, to discuss the research challenges in creating virtual training experiences to be delivered through state-of-the-art VR/AR/MR technologies. Specific topics of interests include, but are not limited to:

● 3D content authoring for XR training

● procedural modeling of virtual environments

● affordance analysis and physics-based reasoning of 3D scenes and objects

● cognitive, perceptual and behavioral modeling of virtual humans

● virtual human interaction and human perception

● collaborative and networked virtual training environments

● crowd simulation for VR training

● sound simulation for VR training

● physics simulation for VR training

● serious games in XR

● instructional design and personalization for XR training

● case studies of applying VR/AR to training and education

● haptics for XR training

Submissions: Project and Research papers (4-8 pages, VGTC format) submitted via the PCS.

Submission Link: https://new.precisionconference.com/~vr

Please choose the following:

"VR" for Society -> "IEEE VR 2021" for Conference/Journal -> "IEEE VR 2021 Workshop: 3D Content Creation for Simulated Training in Extended Reality" for Track

All accepted papers will be included in the IEEE Xplore Digital Library.

Important Dates:

Submission deadline: January 25, 2021

Result notification: January 31, 2021

Camera-ready submission: February 12, 2021