Displaying the most recent of 16 posts written by

Olivier Richard

Summaries :

Moving Objects in Space: Exploiting Proprioception In Virtual-Environment Interaction In virtual environment, precise manipulations of object in 3D worlds are hard mainly for three reasons. First, in VE, there is hardly haptic feedback. Hence, this is hard and very tiring for user to get precise results. Moreover, there is also a limitation about the input […]

Project Report 2 : Control the map

Project Report 2 : Control the map Student : Olivier Richard Aurelien Bonnafont What has change Our initial project was to use face recognition to allow a user to “kill” an opponent. We do not think that we are going to implement this feature because we do not have access to the screen image and […]

Week 12 – Summaries

Exploring 3D Navigation : Combining Speed-coupled Flying with Orbiting Virtual environment encompass mare than what can display one point of view. For a good user experience, it is necessary to take care of the navigation to allow the user move intuitively in the environment. The design of navigation can be treated as a task-based model […]

TF2 / Occulus Rift

I was wondering how VR mode is handle in TF2. Normally, the mouse directs your cursor and the view because your cursor is in the middle of the screen. So I was wondering if in the VR mode the view and the cursor are independent (at least partially). I have found this entry on the […]

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 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 9 summaries

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences Designers have very strong skills on how to use popular environment for displaying 2D content or creating animation using script. But when they have to create an Augmented Reality environment (which try ti augment a person’s perception of the world wuth computer generated information), […]

[Argon] Assignement 1

Assignment 1 : Motherboard and processor. My idea is to use Argon to help technician while assembling computer. Indeed, for a given motherboard, only a set of processor can be put on it. Then, if both board and processor can be identified by computer vision, an augmented reality device can be designed to provide feedback. […]

Week 8 Summaries

The Task Gallery: A 3D Window Manager Task management has several component: creating, locating and bringing tasks into focus. The task gallery is designed to meet the goal of task management. This is a 3D environment in which the current task is displayed in the front wall when other tasks are displayed and the floor, […]

Week 7 : summaries

A Practical Multi-viewer Tabletop Autostereoscopic Display  Auto stereoscopic displays provide stereo perception without using glasses. The Random Hole Display inspires the system. RHD proposes a dense pattern of tiny, pseudo-randomly placed holes. Hence, multiple viewers at multiple locations will see multiple views.  But those kinds of system are only calibrated for four users’ position and […]

The Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR

The Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR Stereoscopic depth is all about the information gain from disparities. In opposite, Motion Parallax refers to the depth information obtains when an observer is moving in the environment. If both seem important for virtual environment, studies failed to determine which one […]

KinnectFusion and Going out

KinnectFusion : RealTime 3D Reconstruction and Interaction using a moving depth camera KinectFusion use the Microsoft device Kinect to create in real-time 3D reconstructions of indoor scene only using the depth data of the camera. The Kinect camera generates Cloud Points from whom a mesh is generated. To avoid holes and decrease the noise of […]

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 […]

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 […]

Week 2 summaries

Designing Interactive Theme Park Rides This paper is all about a game available in a park theme and about choices of design. This game is a simulation of pirate’s battleship and uses 3D screens and 3D sounds to appear as real as possible. But it does not pretend to be a pure realistic software tool […]