Ruge’s Week 7 Summaries

A Practical Multi-viewer Tabletop Autostereoscopic Display

This paper discusses a few of the technologies used to create stereoscopic displays that support multiple separate viewers without the need for user worn hardware such as glasses or head mounts. It begins with discussing the various existing technologies, focusing on the Random Hole Displays. The majority of the paper discusses the methods they used to create a workable multi-user display that exceed the viewing angle and resolution of many of the current versions without increasing cost. Using consumer grade IPS panels, printed hole filament, and basic tracking technologies they were able to control the image that was displayed from different viewpoints. The main advancements discussed were the uses of hardware acceleration and basic computer graphics techniques to compensate for the errors and noise created by the simplified approach. I find technologies such as these interesting solely for the lack of user equipment dependence. The larges problem i have with current consumer 3d technology is the requirement to wear glasses. Technologies that would function regardless of any prep or encumbrance would make technology far more elegant.

Scape: Supporting Stereoscopic Collaboration in Augmented and Projective Environments

This paper discussed a design by the researchers for a collaborative virtual work environment. There design consisted of head mounted physical displays worn by users in a fixed room. The walls of the room were lined with retro-reflective material, as was the work table in the middle. The ceiling used light based high accuracy position sensors to track the users throughout the room. The uses of these materials and displayed facilitated high quality images without interference or blurring. Although the technology allows for high quality and strong interaction, the practicality of such an environment is low in my opinion. The strength of this is more in the research and insight into how users may interact in virtual environments compared to physical and traditional ones. Studies and technologies such as these offer a strong foundation into use case studies and comparative analyses of virtual and or augmented environments as a whole.

Comments are closed.