Displaying the most recent of 13 posts written by

Gaëtan Coisne

Summaries for week 13

Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction One of the aims in virtual environments is to provide to users natural ways to interact with the interfaces. However, applications of such technologies are seldom despite their importance. First because of the hardness of manipulating virtual objects, but also because of in non-adapted metaphors. Several […]

Week 12 Discussions

Here are the three papers of the discussion: A Survey of Design Issues in Spatial Input http://delivery.acm.org/10.1145/200000/192501/p213-hinckley.pdf?ip=128.61.69.11&acc=ACTIVE%20SERVICE&key=C2716FEBFA981EF16C75A17C38D3955A3C0C269F20590017&CFID=187123085&CFTOKEN=56661494&__acm__=1364965022_4af4fe5334e1e3cbf3c59c7301ae70ee This paper goes through the different issues and solutions that can be found and designed to make users more comfortable with spatial input.   “Put-That-There”: Voice and Gesture  at the Graphics Interface http://delivery.acm.org/10.1145/810000/807503/p262-bolt.pdf?ip=128.61.69.11&acc=ACTIVE%20SERVICE&key=C2716FEBFA981EF16C75A17C38D3955A3C0C269F20590017&CFID=187123085&CFTOKEN=56661494&__acm__=1364980007_bd27c61ae3279b5bdc5e4d50948a722d I chose this paper because […]

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 […]

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 […]

Summaries for week 9

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences While AR is being more and more studied and developed, a recent approach is to think of it as a medium and no more as a pure technology.Developed with designers, DART (Designer’s Augmented Reality Toolkit) is a tool built upon Macromedia Director aimed at […]

Assignment 1 – Petanque Game

The game implemented here is a petanque game. The frame marker with a red ball represents the jack while the other one represents the ball. First, the jack has to be thrown on the play field. Then, the aim is to throw the ball as close a possible to the jack. The application remembers the […]

Summaries for week 8

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Game Today’s game industry evolves towards intuitive or AR games, which do not require additional skills from the player. This paper focuses on Handheld Augmented Reality (HAR) where virtual content is added to the real world thanks to an embodied video camera, and describes how these […]

Summaries for week 7

A Practical Multi-viewer Tabletop Autostereoscopic Display Autostereoscopic display allows stereo perception without HMD or glasses, and allows people or objects to interact as if they were in the same place. However, it did not meet success for the while because of its price. The technique used here is the Random Hole Display (RHD) concept, but […]

Summary for week 6

The Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR In order to interact with something, one needs to estimate distances accurately. Therefore, this paper studies the importance of coupling perspective to the user’s eye position versus stereoscopic viewing. Usually, research into depth perception focuses on stereoscopic depth, motto parallax, occlusion […]

Summaries for week 5

KinectFusion: Real-time 3D Reconstruction and Interaction Using a Moving Depth Camera Depth cameras exist for quite a long time but Kinect cameras are now accessible to everyone. The Kinect system works with depth maps but this solution is not perfectly accurate and is noisy. Indeed, depth maps are converted into mesh representation, but the maps […]

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 […]

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 […]

Summaries for week 2

Merging Virtual Objects with the Real World: Seeing Ultrasound Imagery within the Patient This paper is about a 3D ultrasound system for real time 3D volume data displayed within the subject, viewed with a HMD. Up to now, ultrasounds were used because they were the best solution since they are safe and real time, but […]