Displaying posts published in

March 2013

Week 11 Summary

Different input techniques were discussed in this paper using the medium of push buttons. Two different implementations were tested using a TriggerGun and FingerSleeve. The trigger gun is is looks very much like a ill designed (ok fine, its a prototype) air craft controller joystick, made of clay which has two buttons, one in front […]

Summaries for Week 11

Pop Through Button Devices For VE Navigation and Interaction This paper presents two devices: the FingerSleeve and the TriggerGun, which are aimed at providing pop through buttons to allow more interaction with virtual environments. This kind of research has already been led on desktop mouses for instance. Here, the finger pressure is used to control […]

Week 11 Summary

This paper is about a novel VR input devices combining pop through buttons with 6 DOF trackers. They present two novel devices. One is FingerSleeve, the other is TriggerGun. And the buttons they use are pop through buttons, which have two distinguished activation states by pressing lightly or heavily on the buttons. The shape of […]

Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction -Robert C. Zeleznik , Joseph J. LaViola Jr.,  Daniel Acevedo Feliz,  Daniel F. Keefe This paper describes experiments with two novel input devices named Finger Sleeve and Trigger Gun. These devices are based on the concept of pop through buttons. Pop through buttons have two modes […]

Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction This paper explores how pop through buttons could be used in virtual reality input devices. Using pop through buttons, the authors utilize the finger pressure to address the challenge of increasing the number of easily activated hand interaction modes that required by virtual environment applications. The […]

Week 11 Summary

Pop through Button Devices for VE Navigation and Interaction The paper discusses 2 input devices to navigate and interact with the virtual world. The Trigger Gun and the Finger Sleeve both have pop through buttons which can support 2 activation states depending on the pressure applied. Combined with the off-state, they provide 3 states. The […]

Week 11 Summary

            Pop Through Button Devices for VE Navigation and Interaction The paper discusses about two input devices called FingerSleeve and TriggerGun which provide some novel ways of interacting through a virtual environment. FingerSleeve device can be worn on the index finger of either hands. It has two buttons on the front […]

Week 11 summary

Pop Through Button Devices for VE Navigation and Interaction This paper exposes a solution to modify the interaction, facilitate the navigation in Virtual environment thanks to pop through button devices which can triggered a set of different interaction modes. This technology compare to traditional buttons provides: -much activation states are available in the same physical […]

Summary Week 11 – Pop Through Button Devices for VE Navigation and Interaction

In their paper, Zeleznik et al. describe some of the novel interactions that they’ve made possible by the use of pop through buttons, that are tri-state, and thus permit an additional activation state as opposed to conventional binary-state buttons. The tri-state behavior corresponds to the application of no, low and high pressure on the buttons. Specifically, […]

Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction The paper describes a novel class of virtual reality input devices that combine pop through buttons with 6 DOF trackers. Following characteristics of pop through devices can be used to improve virtual environment interaction. Twice as many activation states available in the same physical surface area. […]

Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction A pop through button is a tri-state device that has two clearly distinguished activation states activated by pressing lightly or firmly on the button’s surface. They improve interactions in the virtual environment. The paper describes two input devices: FingerSleeve and TriggerGun The TriggerGun is physically similar […]

Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction The paper presents the design of two interaction devices, The TriggerGun and FingerSleeve. The FingerSleeve device uses pop through buttons, a 6 DOF tracker that is to be activated by pressing lightly or firmly on the button’s surface. The TriggerGun has two pop through buttons that […]

Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction: This paper focuses on two devices designed for virtual environment navigation and interaction.  One of the devices the FingerSleeve is worn on the index finger and has two pop-through buttons, buttons that can register both light pressure and heavy pressure, that are activated with the users […]

Week 11 summary

Pop Through Button Devices for VE Navigation and Interaction Virtual environments need interaction with the user. For complex model, the traditional way to keep the number of button acceptable for the user is to divided them into separate modes that are called by users. This paper tries another approach, which consists of using pop-through button. […]

[week 11 summary]

Pop Through Button Devices for VE Navigation and Interaction A class of virtual reality input devices is put forward in this paper. These virtual reality input devices combine pop through buttons to address the challenge of increasing the number of interaction modes without utilizing more complicated and obtrusive devices. Two different presentations, the FingerSleeve and […]

Pop-Through Buttons as 3DUI Devices

This article describes a method for interaction design that combines a novel use of available hardware to better match a users needs of 3DUI in AR worlds. The hardware trick is to combine two buttons with different tactile force requirements layered on one contact point. The researchers call this style of layering “pop-through buttons” in […]

Summary Week 11:

Pop Through Button Devices for VE Navigation and Interaction: In the following paper authors discuss two devices that can be used to navigate in VE. They also introduce novel navigation and interaction techniques to utilize the capabilities of these pop through button devices. The buttons on these devices have two clearly distinguished activation states corresponding […]

Ruge’s Week 11 Summary

Pop Through Button Devices for VE Navigation and Interaction This paper describes the use of 2 new designed UI devices: The FingerSleeve and the TriggerGun. Both devices utilize a 3 state pop-through button, that gives these devices most of there advancements over more common UI controllers. The FingerSleeve fits on a the users index finger […]

Week 10 Summaries?

In the pop up buttons paper the try to replace the physical buttons with pop up buttons.  Pop up buttons being a tristate button in which the button has two discrete state base on the force being applied by the user.  The paper said these were made by stacking two buttons or triggers on top […]

Week 11 summary

Pop Through Button Devices for VE Navigation and Interaction   The paper starts with defining pop through buttons and characteristics of pop through buttons. Pop through buttons are buttons which have two distinct activation states corresponding to light and firm finger pressure. The characteristics are: twice as many states are available for the same number […]

Assignment One

Assignment One: So for assignment one I drew a fractal on top of the tracked image, in this case a bunch of random circles.  The fractal uses the relative location of the phone as a seed value to draw the rest of itself.  The IPhone 4S I was testing with doesn’t have a whole lote […]

Week 10 summary

Physiological Measures of Presence in Stressful Virtual Environments Presence is defined as “the feeling of being there”. The best way to calculate the level of presence managed by a VE experience is by comparing the responses of people to a similar “there” situation, I mean a real situation. As noted by the paper, the feeling […]

Summaries for week 10

Physiological Measures of Presence in Stressful Virtual Environments Since Virtual Environments are aimed at providing a sense of presence, their efficiency can be evaluated by measuring physiological responses of the body to the environment, such as heart rate, skin temperature or skin conductance. The method discussed here will be the measurement of heart rate since […]

Uncanny Valley, Physiological Responses to VEs, and Measuring Presence

Meehan. Physiological Measures of Presence in Stressful Virtual Environments Given that presence is a measure of the quality or effectiveness of a VE, the paper gives a physiological measure of presence to satisfy the general requirements of any useful measure: to be reliable, valid, sensitive, and objective. The physiological response in someone in a VE […]

Summaries week 10

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces: This paper discusses the uncanny valley where when human like things are highly realistic, people find them unpleasant.  The experiments done in the paper were done to look at where the uncanny valley was and how different factors attributed to it.  The […]

Week 10 summaries

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces -Jun’ichiro Seyama and Ruth S. Nagayama This paper is an analysis and a critique of Mori’s prediction about the uncanny valley. The uncanny valley is a phenomenon stating that pleasantness or believability of artificial objects drops suddenly as these objects become more […]

Week 10 Summaries

Variations in Physiological Responses of Participants During Different Stages of an Immersive Virtual Environment Experiment The authors intend to analyze the various levels of immersion a participant goes through during an immersive virtual experience. To analyze the subjects, they use electro-dermal activity (EDA), Heart Rate (HR) and Heart Rate Variability (HRV) as measures. They also […]

[Summaries Week 10] Uncanny Valley, Variations in Physiological Responses, Physiological Measures of Presence

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces In this paper, the authors attempt to empirically establish Mori’s conjecture of the existence of an “uncanny valley” – an area in the realism-appeal space where there is a paradoxical reduction in the appeal of an artificial entity with increasing realism. Mori’s 1970 conjecture was that […]

Week 10 Summaires

Physiological Measures of Presence in Stressful Virtual Environments The paper proposed a novel way to measure the presence a virtual environment evokes in users, which is measuring the physiological responses. In this paper, the researchers reported their evaluation of three physiological measures – heart rate, skin conductance and skin temperature. Based on the principle that […]

Week 10 Discussion

My main paper is: Variations in physiological responses of participants during different stages of an immersive virtual environment experiment. Link: http://dl.acm.org/citation.cfm?doid=1180495.1180572 The main paper is about varaitions in the physiological readings during a virtual reality experiment. I am going to also be discussing the following papers: Identifying relationships between physiological measures and evaluation metrics for […]

Week 10 summaries

Physiological measure of Presence in Virtual Environment This study explores three new metrics to judge the efficiency of VEs in a stressful environment. Those three metrics are the heart rate, the skin conductance and the skin temperature. The conclusion of the study is the heart rate seems to be the best metric. Indeed, the skin […]

Week 10 Summmaries

Variations in Physiological Responses of Participants During Different Stages of an Immersive Virtual Environment Experiment   The paper discusses about a study conducted to measure the stress levels of participants in a virtual urban environment during different stages such as baseline recording, training, first half and second half. The experiment involved a virtual street with […]

Week 10 Summary

Physiological Measures of Presence in Stressful Virtual Environments   One of the common methods of measuring the quality of VE is the extent to which users involved in the sense of being present. The study hypothesizes that if the VE seems to be real, it should evoke physiological response similar to those evoked by real […]

week 10 summary – Hitesh

Variations in Physiological Responses of Participants During Different Stages of an Immersive VirtualEnvironment Experiment The paper talks about measuring presence in a virtual environment through the physiological responses of a user in the system. It defines Presence as use’s response to virtual stimuli when there is a successful substitution of real sensory data by computer […]

Week 10 Summaries

Physiological Measures of Presence in Stressful Virtual Environments This paper is mainly about the quality of effectiveness of a virtual environment. The authors would like to compare physiological responses evoked by VE and its corresponding real environment. They carry out three experiments. The physiological measures include heart rate, skin conductance and skin temperature. The results are […]

Summaries Week 10

Physiological Measures of Presence in Stressful Virtual Environment “Presence” is a measure of the quality or effectiveness of the virtual environment. Attempt was made to measure presence in ways which were reliable, valid, sensitive and objective. If the physiological responses were similar to ones in the real world would mean that the VE seems real. […]

[week 10 summaries]

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces This paper investigated the observer’s impression on artificial human faces with different realistic levels. Particularly, the uncanny valley hypothesis is being investigated and discussed. By Mori, the “uncanny valley” refers to the period with decreasing pleasantness when the artificial human faces are […]

week 10 summaries

Variations in Physiological Responses of Participants during Different Stages of an Immersive Virtual Environment Experiment   This paper explicitly seeks for the effect of exposure in VE along the VE experience. The authors explain the physiological measures they adopted and what their changes mean: Heart Rate, Low Frequency Heart Rate Variability, and High Frequency Heart […]

Week 10 Discussion: Paper Discussion for The Uncanny Valley

Main Paper: The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces [Jun’ichiro Seyama, Ruth S. Nagayama] Reference Papers: The Responses of People to Virtual Humans in an Immersive Virtual Environment. [ Maia Garau, Mel Slater, David-Paul Pertaub, Sharif Razzaque]  It is a reference paper of the main paper. It describes how the behavior of virtual humans affects […]

week 10 summaries

Variations in Physiological Responses of Participants During Different Stages of an Immersive Virtual Environment Experiment This paper deals with an experiment to test the variation os stress level in a virtual environment thanks to physiological responses. Meehan have shown that heart rate can provide a good measure of stress. The authors experience consist of evaluating […]

Summary Week – 10

Physiological Measures of Presence in Stressful Environments: Presence is mostly defined as the sense of being in a VE. There have been many views on the measure of Presence. In the paper authors propose physiological changes as a measure of presence in the VE. They state that the degree to which VE seems real can […]

Ruge’s Week 10 Summaries

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces This paper did not intend to discover the valley, as that was documented on earlier works, it instead sought to quantify its existence and better document what may be the leading factors. The beginning also applied the research from robotics into that […]

Project Report 1

Project Report 1 for smARtcar -by Gaurav Dhage and Gaëtan Coisne Current state: The first focus of our project is getting data from a maps API and using it to display visual direction pointers to the user in Argon. We have chosen the Google maps API for this project. We are able to retrieve the […]

Progress report [Control the map game]

Abstract: We choose to implement a control of the map game which will be played on the campus. At the beginning of the game, each teams control the same number of point and there is at least one free point. Capturing this free point allows the team to capture the next ones and so one. […]

Progress Report 1 – AR Content Placement using 3D models and orthographic projections

Since we revised our initial proposal to develop a more concise and focused project, our phase 1 goals were simplified. Assignment 1 gave us more insight into ARGON2 and developing for it.  Due to the difficulties we encountered, we decided to focus on the THREE.js and web interfaces for our project before working with argon.  […]

Progress Report I – AR for Participation with Outdoor Art

Brief overview: We are running a bit behind schedule due to certain issues revealed in prototyping, requiring us to try out different alternatives as opposed to our initial plans. As we see it,  should not affect the overall deliverable time-schedule, but we might have to rethink the user interaction so as to provide a best-possible […]

Progress Report 1 – Spatial AR Based Interactive Storytelling

Spatial AR Based Interactive Storytelling Group Members: Mohini Thakkar, Samrat Ambadekar ,Varun Thakkar Abstract AR based app to encourage social interactions using stories. Instead of just listening to the history of every place, we think it might be more interesting if the user is able to add his own experiences and memories at the location […]

Progress Report One: AR Based Orienteering

1. Target 1.1 Configure the coding environment Since we three need to cooperate online to work on the code, the coding manage environment should be configured to support download, upload, merge and other version control operation. We set up a  web server so that all of us can get and modify the same program with […]

Project Progress Report : AR Bejeweled (Shane Del Solar, Suraj Saripalli)

AR Version Of Bejeweled:   Summary of Proposed Project(unchanged): We will build a Competitive AR version of Bejeweled. Bejeweled is a puzzle game where a single player moves multi coloured jewels on a grid. The jewels are moved by swapping them with a neighboring jewel. A string of three or more jewels in the horizontal […]

Project Progress – Marauders map [March 11, 2013 – stage 1]

As part of our proposed application to develop a Marauders Map AR application, we have made following progress: 1)      The marauders map being overlaid on an image tracker. The map shows different rooms which would be the play area for different challenges. 2)      A pair of footsteps being displayed on the map when the camera […]