Displaying the most recent of 10 posts written by

Andy

Moving Objects in Space: Exploiting Proprioception In Virtual-Environment Interaction Mine, Brooks, and Sequin This paper describes a great solution for handling 3DUI in immersive virtual environments. The methods leverage our innate proprioceptive sense. This is our human ability to sense the relative location of our body parts. It is the phenomenon that makes it possible […]

Week 12 Summaries: Users

This week, we read two papers explaining the issues of designing 3DUI experiences. In “Exploring 3D Navigation”, the researchers present results of user studies testing some novel interaction methods on desktop computers using mouse and keyboard input devices, and comparing the results for different tasks of selection, travel control, navigation and inspection for large virtual […]

Progress Report II – AR for Participation with Outdoor Art

artExplore Project Progress Report II: Summary Our Argon2 application called artExplore is developing towards our goal of supporting interactions with art or images of very large size in an outdoor setting. In this document we describe the evolving vision for the app, and report our proof-of-concept milestones currently working and in progress. In addition, we […]

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 […]

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 […]

AR For the Masses: authoring tools and gaming considerations

The prevailing theme of these three papers taken in combination is, I summarize, users can surprise you. When the prevailing metaphors of a given software environment change in their essential nature, it is important for software developers and scientists to approach the problem from a fresh angle. Take for example the Alice paper. In this […]

Random Hole Display, SCAPE

Paper summary for week 7 by Andy To my mind, the work described in Ye, State, and Fuchs on Random Hole Displays means that increasing pixel densities in display technology can mean big gains for 3DUI. The RHD technology works by taking a high density display, and randomly sampling the visible pixels by obscuring the […]

Fishbowl Fitts’ Law

In this paper, Arsenault and Ware report on the effects of head tracking and stereo imaging for eye-hand coordination in a mixed reality environment. The authors use a Fitts’ law type experiment to study the effect on reaction times when subjects are forced to move their heads to look around a barrier in an Fishtank […]

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, […]

Medical AR from 1992 to 2009

Week 2 Paper Discussion: Main Paper: Bajura, M., Henry Fuchs, Ryutarou Ohbuchi (1992). Merging virtual objects with the real world: seeing ultrasound imagery within the patient. ACM SIGGRAPH Computer Graphics Additional Papers: Sielhorst, T., Marco Feuerstein, and Nassir Navab (2008). Advanced Medical Displays: A Literature Review of Augmented Reality. Jourmal of Display Technology, Vol 4, No […]