Displaying the most recent of 10 posts written by

Mehdi Nourbakhsh

OmniTouch: Wearable Multitouch Interaction Everywhere The OmniTouch is a system to enable graphical, interactive multi-touch input on every surfaces. In other words, it has on-the-go interactive capabilities with no calibration. The OmniTouch has three main components; a custom short-range PrimeSense depth camera, a Microvision ShowWX+ laser pico-projector, and a depth camera and projector are tethered […]

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 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 9 Summary

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences DART is a toolkit built on top of Macromedia Director for rapid design exploration of augmented reality experience. It focuses on rapid prototyping and early experience testing to help designer with reducing the difficulty of creating a prototype of embodied AR. The idea was […]

Week 8

Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games This study presents design patterns in Handheld Augmented Reality Games by adopting the lens of embodied interaction.  By identifying the underlying human factors, this study bridges the gap between interaction and game design. This study found nine design patterns as follows. Device Metaphors :  Using […]

A Practical Multi-viewer Tabletop Autostereoscopic Display Autostereoscopic Displays provide stereoscopic perception without the use of special headgear or glasses on the part of the viewer. Lack of success in the adoption of autostereoscopic displays  was justified by being expensive or cheap with a limited functionality. This study benefits from “Random Hole Display”(RHD) concept to produce […]

Week 5 Summaries

KinectFusion: Real-time 3D Reconstruction and Interaction Using a Moving Depth Camera Kinect is a motion sensing input device, creating real-time depth maps containing discrete range measurements of the physical scene. The advantage of using Kinect is the quality of depth sensing in real time with low cost. However, the data are noisy and contain numerous […]


NavShoe is a position tracking system, small enough to truck into shoe laces. It is much more accurate than head mounted inertia orientation tracker because the higher foot acceleration enables the use of transfer alignment from GPS. InterSense InertiaCube3 was used to get multisensory data such as gyro, accelerometer, and magnetometer. Calibration of sensors is […]


Argon is a multi-channel augmented reality web browser, supporting the vision of an immersive AR system. The major design goal of the project was to provide users with an easy accessible augmented reality tool for indoor and outdoor environment. The architecture of the system was designed to enable entire spectrum of web architecture. Different approached […]

Summaries for week 2

Merging Virtual Objects with the Real World: Seeing Ultrasound Imagery within the Patient This study presents a 3D ultrasound visualization technique to acquire and render real-time ultrasound data and create a virtual environment based on that. When the ultrasound scanner took an echography image, the position and orientation of the image and also the head […]