Displaying posts published in

January 2013

NavShoe paper summary

Tracking of users using systems like GPS has many useful applications. However it also suffers from issues like inaccuracy in exact positioning and uncertainty of the exact path being and to be followed by the user. The paper discusses an approach towards pedestrian tracking using shoe-mounted inertial sensors. The NavShoe concept performs robust tracking with […]

Summary for week 4

Pedestrian Tracking with Shoe-Mounted Inertial Sensors InterSense developed NavShoe, which can track the user wearing a shoe on which a small inertial sensor is adapted, on the contrary to previous devices that required a specific environment. Thus, the location and the orientation of the user can be known. The usual problem is the horizontal acceleration […]

Week 4 Summary

Pedestrian Tracking Tracking a person is a challenging problem especially in outdoor environments that have to previous preparation. This capability would prove very useful for things like search and rescue, as well as tracking emergency response workers (like firefighters). The NavShoe is a concept attempting to address this problem by using a small motion sensor […]

[Summary Week4] Pedestrian tracking with Shoe Mounted Inertial sensors – Eric Foxlin

In this paper, the author describes NavShoe, a novel shoe-mounted inertial sensor system that is capable of tracking 6-DOF in an un-instrumented environment. The proposed system builds on the prevalent MEMS gyroscopes that report 3-DOF (orientation in space) by also providing highly accurate position estimates. Un-instrumented inertial tracking is made feasible by the identification of alternating stationary and moving […]

Week 4 NavShoe

In this paper, the author introduces a navigation system called NavShoe, developed by InterSense. Currently, orientation tracking is not very challenging because earth’s gravity and geomagnetic field can help sensors make good judgement. However position tracking is not that simple. It has to rely on radio-navigation aids or some other infrastructure. The appearance of NavShoe […]

Week4 Summary

The author starts the paper with stating the needs for tracking with Shoe-Mounted sensors. The main issue with traditional tracking framework is that it required the system to be instrumented to result in a tracking with reasonable error. To effectively track without prepared instruments, the author came up with an inertial tracking system called NavShoe. […]


NavShoe is a position tracking system, small enough to truck into shoe laces. It is much more accurate than head mounted inertia orientation tracker because the higher foot acceleration enables the use of transfer alignment from GPS. InterSense InertiaCube3 was used to get multisensory data such as gyro, accelerometer, and magnetometer. Calibration of sensors is […]

Week 4 Summary

The paper describes a navigation system, NavShoe, that tracts the location of a person with a device that is small enough to be tucked under the shoelaces of a shoe.  A system like this would be extremely useful in many different applications such as emergency responders. Two categories of experiments were done to test the […]

Week 4 – NavShoe

The paper highlights the problems faced by modern day navigation and tracking systems. They then introduce NavShoe a device that provides accurate tracking as well as orientation feedback. The major hurdle faced by such trackers is to maintain the accuracy with both orientation and position. Position tracking is based on inertial sensing but it is […]

Ruge’s Summary of Foxlin’s Shoe-Mounted Sensors

Pedestrian Tracking with Shoe-Mounted Inertial Sensors This article discusses the procedures and uses for a proprietary location sensor. The sensor used is installed in/on a users shoe, and utilizes foot movements and orientation combined with various other sensors to not only gain a user’s current location, but track the operators movement as well. This is […]

Week 4 – Pedestrian Tracking with Shoe-Mounted Inertial Sensors

The authors propose a tracking technology for the real world applications of MR. Computer Vision algorithms are being looked at as the ultimate solution to the tracking problem but there are a lot of complexities involved with it and they are not mature enough to be successful alone. The other alternative is inertial sensors. He […]

Week 4 Summary

Pedestrian Tracking with Shoe-Mounted Inertial Sensors The paper describes the NavShoe system suitable for position tracking based on inertial sensing. Real world deployment of location sensors then required an instrumented or marked environment. The Navshoe system overcomes this problem by enabling position tracking without preparing any indoor or outdoor setting. It basically uses a miniature […]

[week 4 summaries]

Pedestrian Tracking with Shoe-Mounted Inertial Sensors There are a bunch of scenarios when a navigation for tracking the location of a person is useful, some are for life saving (locate to rescue firefighters); some are for assistant (personal navigation); and some are for entertaining (AR applications). The author put forward a pedestrian tracking system NavShoe […]

Week 4 Summary

Pedestrian Tracking with Shoe-Mounted Inertial Sensors   The paper describes NavShoe, a pedestrian navigation system which tracks the location of a person on foot. NavShoe provides real-time location data of individuals in GPS denied areas without the need of pre-existing infrastructure. The system makes use of an wireless inertial sensor which is small enough to fit into […]

week 4 summary Bo Pang

Pedestrian Tracking with Shoe-Mounted Inertial Sensors This paper introduces a shoe-mounted 3D-tracking system called NavShoe system developed by Eric Foxlin and folks in InterSense. NavShoe is built based on inertial sensing technology. The advantage of this system is that it provides relative precise position and orientation tracking without any infrastructure installation. The system is also […]

week 4 summary – Hitesh

The paper highlights some of the existing issues with location based tracking systems in a real world MR and wearable systems, that it requires the objects in the environment to be pre-mapped or marked thus not making the system extensible and robust. Computer vision tracking poses a lot of challenges and requires complex algorithms and […]

Week 4 Summary

Navshoe is new kind of tracking technology that is used to track motion of a user in the real world.  The basic design is small device with various sensors is placed in the shoe of the user.  The device is GPS capable but by now means requires GPS to function.  It combines a few different […]

week 4 summary Aurelien Bonnafont

The current GPSs cannot track the real position without prepare the environment with markers or instrument. The NavShoe device can overcome this problem by providing an inertial sensing. The NavShoe allows to correct the velocity error by applying a zero velocity into an EKF navigation error corrector when a foot is in stance phase. A […]

Week 4 Pedestrian Tracking by gr8dhage

Pedestrian Tracking with Shoe-Mounted Inertial Sensors -Eric Foxlin In this paper Foxlin describes a 3D position tracking system not based on GPS but instead using inertial sensors. The system is compact enough to be able to fit on a shoe and provides reasonably accurate tracking for short distances. It can also work indoors. The major […]

Does Valve have a major role to play for HMD ?

http://www.engadget.com/2013/01/15/team-fortress-2-virtual-reality/ Valve is trying to port Team Forteress 2, an online game, on 3D glasses. What has to be known about TF2 is that game is used by Valve as a laboratory. For example, this is the first game of the company that implement micro-transaction (paying with real money for virtual items). So, if the […]

Week 4 Commentary

Low Cost Vision-Aided IMU for Pedestrian Navigation Smartphones have a lot of sensors that can be used when GPS is not available. The issue is those sensors are not those accurate and then errors of measurement increase rapidly. One solution presented in this paper is based on computer vision. There is no need for additional […]

Introduction to Argon

Summary of “The Argon AR Web Browser and Standards-based AR Application Environment” by Blair MacIntyre, et al. This paper from ISMAR 2011 is an introduction and explanation of Argon and the related underlying and supporting technologies. Argon is an ongoing project to implement AR exploiting the ubiquity of mobile phones (specifically, at least for now, […]

Week 3 Summary: One context – Multiple applications

The “app” paradigm that took the mobile industry by storm, has brought on the concept of micro-applications that fulfill one purpose. This is great in terms of maintaining focus, but there is very little interoperability between apps. I need to look for a restaurant, use a different app. I need to take a bus till […]

Argon – Paper Summary

With a short discussion about Augmented Reality (AR) and previous work in the field the paper discusses about web based AR. One of the challenges for AR as a field is the hardware requirements. However, with the development of smart phones with hardware such as camera, GPS, orientation sensors, etc coupled with the ubiquity of […]

Week 3 Summary: Argon

In this paper, the authors introduce how they design the Argon AR Web Browser and what there application environment is like. First of all, the requirement of success is defined: All AR content is presented in one unified AR application environment. And a lot of so-called AR Browsers are criticized because they fail to think about […]

week 3 summary on Argon – Hitesh

The paper describes the background study, motivations and the technology directions towards development of the ARGON web browser. It defines the key goals towards creating an immersive and interactive AR web browsing for mobile devices. I think it involved a lot of research and effort to not just develop an AR browser that supports Augmented […]

Week 3 Summary

Argon Argon is basically an AR design tool analogous to a windowing system for a desktop computer. Argon’s goal is to take advantage of the increasingly important mobile development platforms and their intersection with web capabilities. The three main goals for Argon are: 1. Create a “windowing system” for AR 2. Merge with and build […]

Week 3 Summary-ARGON

The Argon AR Web Browser and Standards-based AR Application Environment   This paper describes the ARGON AR Web browser, the first AR browser for iOS that supports most existing web technologies and standards. The dream of AR is to create an immersive environment in which virtual content is superimposed over the worlds view. Dr. Blair […]

The Argon AR Web Browser and Standards-based AR Application Environment

The key focus of the paper is to introduce ARGON web browser as a stepping stone towards standardizing and environment for development of mobile AR applications. The paper starts by introducing the world of AR and then proceeds to the 3 goals behind Argon web browser. 1)      Creating a supportive AR application environment. 2)      To […]


The paper presents the Argon AR web browser and the standards and technologies that goes into designing applications for it.  It gives us an introduction to how content can be displayed as well as the KARML markup language, which is an extension on KML.  There has been related work done in this space from various […]

Argon Paper : Summary

The authors believe that we never really had a unified immersive AR application environment and thus it needed to be addressed. They draw analogies from the days when 2d-Desktops with 3D displays will coming along and map them to the AR world. The advancement in mobile technology, both software and hardware was a good starting […]

Summary for week 3

The Argon AR Web Browser and Standards-based AR Application Environment Augmented Reality (AR) has been developed in 1965 by Ivan Sutherland, but researches in this field only began in the late 1980s. Now, this technology should evolve to AR desktops gathering independent applications in a single environment. That’s why Argon, an AR web browser, is […]

Summary week 3

 The Argon AR Web Browser and Standards-based AR Application Environment This paper presents the design and implementation of the Argon AR Web Browser as well as the motivations and goals behind them. It firstly talks about why deciding to build such an AR application environment on mobile web. Because both mobile computing technology and mobile […]

Week 3 Summary

Argon Paper Argon is an augmented reality browser and while it isn’t the first of it’s kind it has been engineered differently the previous attempts.  The goal of Argon is the proliferation of AR technology and content.  The overarching principle of Argon is to leverage existing web technologies to reduce development and content generation time.  […]

Argon summary week 3 [aurelien bonnafont]

AR is becoming, during the past few years, a vision where an AR environment supports others AR content. This technology was difficult to implement in the past, but nowadays with more efficient mobiles, some application have been developed, but still provides some problems. Argon is an application which tend to give a high control, independency […]

[Summary Week 3] The Argon AR Web Browser and Standards-based AR Application Environment

The paper by Blair McIntyre et al. describes the implementation of their eponymous augmented reality web-browser, Argon and also details the KARML specification. Drawing clever parallels from the evolution of the 2D GUI ubiquitous today, the authors motivate the need for the development of a framework to facilitate the delivery of AR content by developers. […]


Argon is a multi-channel augmented reality web browser, supporting the vision of an immersive AR system. The major design goal of the project was to provide users with an easy accessible augmented reality tool for indoor and outdoor environment. The architecture of the system was designed to enable entire spectrum of web architecture. Different approached […]

[week 3 summaries]

Since the term augmented reality (AR) was first demonstrated, it rapidly caught the eyes of researchers with prominent future. Among those techniques that are needed for supporting a successful AR, how to put all content into one AR application environment is of importance for a full-feel user experience. The “AR Browsers” is one way to […]

Week 3 Summary : Argon

The Argon AR Web Browser and Standards-based AR Application Environment Argon is the world’s first Augmented Reality web-browser which contains a lot of information, superimposed on the view around. The highlights of Argon include multiple channels which are independent of each other yet flexible to design and integrate with ever-growing cloud of systems around us. […]

Argon by gr8dhage

The Argon AR Web Browser and Standards-based AR Application Environment -Blair MacIntyre, Alex Hill, Hafez Rouzati, Maribeth Gandy, Brian Davidson   This paper describes the work of Prof MacIntyre and his colleagues in creating the augmented reality (AR) web browser Argon for the iOS platform. The main goal behind the project was to facilitate wide […]

Week 3 : Argon

The Argon AR Web Browser and Standards-based AR Application Environment AR can lead to research in different fields. But one need that remains whatever the field of study is the need for a single  AR environment. Indeed, to enforce the user experience, all the AR content have to be displayed in the same environment. Argon […]

The Argon AR Web Browser and Standards-based AR Application Environment

The Argon AR paper was designed to introduce and defend the use of the Argon Augmented Reality Web browser. It was intended to allow us (students) both a background and introduction into the Browser. It started with an explanation of AR tools and the pros and cons of each. These tools such as DART and […]

4D Art Park

An interactive 4D amusement park in Korea. The environment has hologram, 360 degree sound, Augmented Reality and avatar among others. Check it out on the link below. There are a quite a few interesting videos on the site http://www.thelivepark.com/blog/en/archives/category/live_facade

Vipul – Week 2 Summary : Heights. Scan. Action.

Heights. Virtual Environments for Treating the Fear of Heights Hodges, L., Barbara Rothbaum, Rob Kooper, Dan Opdyke, Tom Meyer, Max North, Johannes de Graaff, & James Williford This was an experiment to use VR to treat Acrophobia – Fear of Heights using the method of Graded Exposure by taking the patient ‘out into the real […]

Week 2 summaries

Merging Virtual Objects with the Real World: Seeing Ultrasound Imagery within the Patient The paper describes the research work on ultrasound imagery within human body. It starts from a brief review of previous research about 3D ultrasound, which is a relatively safe method compared with other imaging techniques. Ultrasound performs much better in real-time data acquisition […]

Week 2 Summary – Samrat

Designing Interactive Theme Parks                 The paper discusses about creating a movie/game like experience for the guests, specifically the ones that cannot be created in home environment. The discussion includes a short description of the journey of creating the VR experience. The main points kept in mind while designing the experience are: There should not […]

Hitesh – week 2 summary

Designing Interactive Theme Park Rides The paper highlights the design, motivation and the relevant elements of virtual reality for an Interactive theme park game based on the concept of Pirates of the Caribbean.  The game is targeted for a group of 4 users taking into account the usual user group of such theme parks. The […]

Bo Pang’s Week 2 Summaries

Merging Virtual Objects with the Real World: Seeing Ultrasound Imagery within the Patient This paper describes Bajura and his colleagues’ research on 3D ultrasound image acquisition and display and introduces two real-time 3D ultrasound systems developed by them. The authors first reviews previous work in 3D ultrasound technique.  Since 3D ultrasound scanning system is not […]

Week 2 summaries

Merging Virtual Objects with the Real World: Seeing Ultrasound Imagery within the Patient The paper describes how a small video camera mounted on a HMD can be useful for seeing ultrasound imagery within the patient. This approach basically merges virtual images with the real world view and can be extended for use in image guided […]

Week 2: Summary

Merging Virtual Objects with Real World One of the earliest and perhaps the most widely used result of live ultrasound is the visualization of a pregnant human subject. According to the current advances made and the work going on in this field clinical use of this technology is an area of intense research activity particularly […]