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Augmented Reality Marauder’s Map of Georgia Tech

“The Marauder’s Map” is a magical map in J. K. Rowling’s fantasy series, “Harry Potter and the Prisoner of Azkaban”. When being used by wizards who “solemnly swear that I am up to no good”, it shows all moving objects within the boundary of the “Hogwarts School of Witchcraft and Wizardry”. In this paper, we […]

Geobased Memory Book

We feel closest to someone’s presence on sharing both time and physical space with them. So we tried to leverage Augmented Reality in the context of social applications by creating a Interactive 3d Photo Gallery. The application allows users to share pictures with their friends and family by uploading them at a particular geo-location. Friends can view these […]

AR Bejeweled

Shane del Solar  and Suraj Saripalli AR version of Bejeweled a puzzle game where a single player moves multicolored 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 or vertical direction makes those jewels disappear, the game then adds […]

Week 12 Summaries

Exploring 3D Navigation : Combining Speed-coupled Flying with Orbiting The introduction of this paper hits home the importance of the research the paper is doing. As they state in the paper, virtual environments generally comprise of worlds which are larger than that can be viewed from a single vantage point. In order to experience the […]

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= 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= I chose this paper because […]

week 12 summary [Hitesh]

Exploring 3D navigation: Navigating an interacting in a 3D world is a lot more challenging than rendering one. Also, the usability and effectiveness of a virtual environment largely depends upon the user’s ability to get around and interact with the information within it. The paper discusses previous research efforts to construct taxonomy of navigation techniques. […]

Summaries Week 12

Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting This paper mainly contains two parts which are the taxonomy of navigation techniques in 3D virtual and the Speed-coupled Flying with Orbiting technique. There are several new techniques that have grown out of this taxonomy, including Object manipulation, Ghost Copy, Inverse Fog/Scaling, Ephemeral World Compression, Possession, Rubberneck […]

Week 12 Discussions

Main Paper : Exploring 3D navigation: Combining speed-coupled flying with orbiting.   http://doi.acm.org/10.1145/365024.365307 The paper proposes a new technique to navigate through 3D work spaces. It makes use of both position and height to determine the velocity of motion. It also puts forth a technique to orient but the technique has it’s limitations. Paper 1: Rapid controlled […]

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 […]

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 […]

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 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 […]

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 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 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 […]

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 […]

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 […]

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 […]

week 9 summary – paper discussion for DART [Hitesh]

Creating a compelling AR application through a programmable interface requires extensive knowledge about 3D geometry, tacking, camera and displays. This makes it difficult for designers to iteratively develop and evaluate AR solutions through prototyping, which is a very popular and effective design application process for 2D and web applications. It limits the creative process of […]

Summaries Week 9

The Effect of Latency and Network Limitations on MMORPGs In the paper authors describe a study to evaluate the effect of latency and network limitations on MMORPGs. They use Everquest2 as the base to conduct these tests. Authors start with giving brief information of how massive virtual environments are handled on the server side. They […]

Assignment 1 – Croquet Reloaded

Idea A simple game of Croquet, modified for continuous interaction. The aim is to pass the ball through the hoop at the other end. You have 3 colored balls which get triggered by 3 frame markers. By moving the frame marker left/right you can control the direction of the ball. Will you fail or succeed? Implementation 1. Initital […]

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

 Scape A 3D, interactive, collaborative, virtual environment is discussed in the paper. In this research an attempt to bridge the gap between virtual and augmented reality paradigms is met with success. This is achieved using range of devices such as Head Mounted Projective Displays, workbench, walled display, tracked objects in the room, magnetic trackers, DataGlove  […]

Week 7 Summaries

Tabletop Autostereo This paper is about tabletop autostereoscopic display and its real-time rendering method. Their system allows viewers to see a different subset of pixels through the random-hole screen. Its advantage is to provide stereo perception without having users wear glasses. Their work is based on a previous concept named “Random Hole Display”. The authors […]

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 […]

Week 6 Summary

In this paper, the authors concentrate on the importance of depth perception. By reviewing the previous work in this area, they introduces the concepts of stereoscopic disparity and motion parallax. A lot of insights and interesting findings are collected here to help readers have a better understanding of these concepts. They also give an introduction […]

Some AR experiences for kids

For those interested in AR for kids, check out this mini-review of 5 AR things for kids.  (I won’t comment on each of them, they aren’t all great, but they should give you ideas). http://www.freetech4teachers.com/2013/02/5-uses-of-augmented-reality-in-education.html#.UReeo6XdbYt I will say, I like the idea of Zooburst:  not sure how I feel about the particular design choices or […]

Project thoughts

A few folks have asked me to suggest project ideas.  First, let me pull some text from the project proposal page from the last time I ran this course, where I said: You should consider these projects as mini research projects.  Simply implementing something that you think might be fun (like a game or 3D […]

Week 5 Discussion

Here are the readings: 1.First examples of outdoor mobile augmented reality: A Motion-Stabilized Outdoor Augmented Reality System http://ieeexplore.ieee.org.prx.library.gatech.edu/xpl/articleDetails.jsp?arnumber=756959 2.CAD model based tracking system: Model-Based Visual Tracking for Outdoor Augmented Reality Applications: http://ieeexplore.ieee.org.prx.library.gatech.edu/xpl/articleDetails.jsp?arnumber=1115111 3.Paper in Schedule: Going out: Robust Model-based Tracking for Outdoor Augmented Reality http://ieeexplore.ieee.org.prx.library.gatech.edu/xpl/articleDetails.jsp?arnumber=4079263   Here are questions for discussion: 1 What’s the motivation […]

Week 5 KinectFusion

KinectFusion is a very powerful tool that can help users create detailed 3D reconstructions indoor rapidly Even though the concept of depth camera is not new in this area, Kinect makes depth sensing popular due to its low-lost and real-time features. This system allows people to use a handheld Kinect camera to move within a […]

[week 5 summaries]

KinectFusion: Real-time 3D Reconstruction and Interaction Using a Moving Depth Camera KinectFusion is a system that supports high quality, geometrically accurate 3D model reconstruction in real-time. All it needs is a depth map generated from a Kinect camera. The camera is held by user with 6 DOF, which provide the data to compose a viewpoint […]

Read Michael Abrash’s blog

I mentioned Michael’s Valve blog in class, I think it would be very useful for you to read the articles on it. http://blogs.valvesoftware.com/abrash/ I would suggest going back and reading all the entries (there’s only a dozen or so), as they have some nice practical insights into what it would take to create real AR/VR […]

Week 4 Summary

Pedestrian Tracking Tracking a person is a challenging problem especially in outdoor environments that have to previous preparation. This capability would prove very useful for things like search and rescue, as well as tracking emergency response workers (like firefighters). The NavShoe is a concept attempting to address this problem by using a small motion sensor […]

Week 4 NavShoe

In this paper, the author introduces a navigation system called NavShoe, developed by InterSense. Currently, orientation tracking is not very challenging because earth’s gravity and geomagnetic field can help sensors make good judgement. However position tracking is not that simple. It has to rely on radio-navigation aids or some other infrastructure. The appearance of NavShoe […]


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 […]

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 […]

Argon – Paper Summary

With a short discussion about Augmented Reality (AR) and previous work in the field the paper discusses about web based AR. One of the challenges for AR as a field is the hardware requirements. However, with the development of smart phones with hardware such as camera, GPS, orientation sensors, etc coupled with the ubiquity of […]


Youtube link to the Primesense video mentioned in the class on January 14, 2013 CES Primesense 2013

Welcome to CS7497: Virtual Environments

For the Spring 2013 session of this class, we will use this blog and the Georgia Tech t-square server together.  Any content that should remain private (e.g., grades, material that should not be publicly available on the internet, etc) will be put on t-square.  Please look at the pages (linked across the top of this […]