The Task Gallery : A 3D Windows Manager. In this paper authors introduce a novel window manager The Task Gallery. It makes use of interactive 3D Graphics to aid in task management and several other things. In this system user tasks appear as artwork on the walls of a gallery with the selected ones presented […]
Pre-Patterns for Designing Embodied Interactions in Handheld Augmented Reality Games Handheld Augmented Reality is a growing field and HAR Gaming especially is attracting a lot of attention. But there have not been an official studies or researches that formalize the techniques used to create HAR. In this paper, the authors propose a set of 9 […]
The task gallery: a 3D window manager The task gallery is windows-like 3D environments which provides a desktop interface to perform tasks. In this environment the tasks are displayed on the wall, floor and ceiling. The user can drag the task and grouping them in different places. The navigation is contraints to no be lost […]
Pre-Patterns: This is a design paper written about some design patterns for AR application mostly games in this case. It covers nine patterns discovered over the production of several projects and games. The first pattern they cover is device metaphors which is essentially using the software to emulate a common device that people already know […]
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, […]
Pre-Patterns for Designing Embodied Interactions In this paper, the authors want to develop repeatable principles and solutions for handheld AR game design. Their goal is to share experience on designing and evaluating these games. Designers need to think about the new experience that AR can support, as well as the constrains and complexity of the […]
Questions for discussion. How would an interface design vary from a HMD to a Handheld device such as an iPhone? Can it? When evaluating the effectiveness of a AR interface, can/should it be treated as a physical interface, virtual interface or what kind of combination of those? Are computer displays and software interfaces the closest […]
The two papers we read this week had a common theme that they enable collaboration, allowing multiple people to participate on a singular “workbench” though enable a personal view for each viewer. Each paper uses a different technique to enable head-tracking of each user. SCAPE: Stereoscopic Collaboration In Augmented and Projective Environments. Multiple users can […]
Scape: Supporting Stereoscopic Collaboration in Augmented and Projective Environments In the paper, Hua et al. talk about the design of a system that allows for collaboration in augmented environments. Their proposed system, Scape, allows for users to engage in face-to-face cooperation, while also providing each user with her unique stereo perspective for the augmented scene. […]
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 […]
SCAPE: Stereoscopic Collaboration In Augmented and Projective Environments. SCAPE basically provides multiple users with a shared workspace so that they can concurrently observe and interact with the 3d virtual environment while face to face cooperation among local participants is preserved. This allows the users to dynamically switch focus between shared workspace and interpersonal communication space. […]
A Practical Multi-viewer Tabletop Autostereoscopic Display Autostereo display technologies can be divided into three branches, holo-graphics, volumetric, and parallax-based. Parallax-based displays are based on barriers or lenticular lens sheet. By placing barrier sheet at a small distance in front of the display panel, the left and right eyes of a viewer can see different part […]
Multi-viewer Tabletop Autostereoscopic Display The paper mentions a novel and practical Auto stereoscopic tabletop displays which would provide stereo perception to multiple users without special glasses. The main challenge is to provide multiple stereo viewpoints to different users at the same time through the same interface. Existing auto stereo display technologies mostly fall under three […]
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 […]
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 […]
Scape: Supporting Stereoscopic Collaboration in Augmented and Projective Environments -Hong Hua, Leonard D. Brown and Chunyu Gao Scape is a project aimed at allowing multiple users to collaborate on the same workbench using different AR and VR techniques. The authors have used head mounted projected displays with stereoscopic views, data gloves and surfaces coated with […]
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 […]
Paper Presentation & Summary for Week 7 : Here are the links to my paper: 1) Main Paper – Scape: supporting stereoscopic collaboration in augmented and projective environments – Hong Hua, Leonard Brown and Chunyu Gao Here are the two related papers. The first one is relatively old while the second one is more recent compared to […]
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 […]
A Practical Multi-viewer Tabletop Autostereoscopic Display Autostereoscopic displays give a perception of 3D without wearing glasses and allow to see different images when moving around them. There is 3 types of autostereoscopic display : holographic, volumetric and parallax-based. Parallax based display could be made with: – a barrier with holes. When both eyes of the […]
SCAPE: Stereoscopic Collaboration In Augmented and Projective Environments. The paper introduces SCAPE a collaborative infrastructure for Augmented and Projective Environments. Scape aims at creating a virtual environment which could be accessible by multiple people at the same time. Earlier it was really difficult to provide individuals with their respective perspectives. Scape focuses on providing individuals […]
A Practical Multi-viewer Tabletop Autostereoscopic Display The paper discusses methods and technologies used to create a multi-viewer tabletop autostereoscopic display. The display had the requirements of multiple users begin able to see 3D content on the display from different angles. Previous work had been done in this area but the main driving factor in this […]
A Practical Multi-viewer Tabletop Autostereoscopic Display The authors introduce a multi-user autostereoscopic tabletop display and its associated real-time rendering methods. They use the “Random Hole Display” design that modified the pattern of openings in a barrier mounted in front of a flat panel display from thin slits to a dense pattern of tiny, pseudo-randomly placed […]
Multi-viewer Tabletop: This paper is about the construction and inner workings of a new type of Autostereoscopic table top display. The basic goal is to devise a display that will render different views to a number of users all position at various positions around the display. This problem has been attacked before using s few […]
Scape: Supporting Stereoscopic Collaboration in Augmented and Projective Environments This papers talks about a system that supports immersive and interactive virtual reality with multiple users. These augmented environment mainly contains two parts: the microscene on the workbench and macroscene on the walls. Microscene The microscene is projected on the workbench coated with a material called […]
A Practical Multi-viewer Tabletop Autostereoscopic Display This paper discusses a few of the technologies used to create stereoscopic displays that support multiple separate viewers without the need for user worn hardware such as glasses or head mounts. It begins with discussing the various existing technologies, focusing on the Random Hole Displays. The majority of the […]
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 […]
Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR The paper intends to investigate the importance of different kinds of depth cues in 3D perception depending upon the kind of task being performed. It also takes into account the probable advantages of head tracking for visual guided tasks. The two depth cues being referred […]
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 […]
Before reading this paper, I googled Fish Tank VR and found the Colin Ware and Kevin Arthur paper title “Fish tank Virtual reality” and their abstract concluded that head coupling is probably more important than stereo in 3D visualization and that head coupling and stereo combined provide an important enhancement to monitor based computer graphics. When I […]
In their paper, Arsenault and Ware discuss the relative importance of stereo-based and motion-parallax based depth cues in a virtual environment. Stereo depth cues are provided due to disparities between the pair of images formed in the left and the right eye, for the same scene. Motion-parallax also provides a monocular depth cue, arising due to the […]
This paper explain how produce a VR environment with an accurate vision of depth and compare head tracking and Stereoscopic vision in the case of visually guided task. Stereopsis allows us to compute the distance of objects to the user, and this technique is useful with a high resolution screen. Motion parallax is the depth […]
The importance of Stereo and Eye Couple Perspective for Eye-Hand Coordination in Fish Tank VR Stereoscopic depth information is gained from disparities whereas motion parallax information is obtained when the user moves relative to the environment. Previous studies have shown that stereoscopic viewing has a large advantage in visually guided tasks but head tracking […]
The importance of Stereo and Eye Couple Perspective for Eye-Hand Coordination in Fish Tank VR – Roland Arsenault and Colin Ware The term “Fish Tank VR” means a method for creating a small high-quality virtual environment. This paper tries to compare the impact of Stereoscopic Depth and Motion Parallax while touching, reaching objects in a […]
The Importance of Stero and Eye-Coupled perspective for Eye-Hand Coordination in Fish Tank VR This paper explores the relative importance of coupling stereoscopic viewing and perspective to a user’s eye position, for hand-eye coordination in 3D virtual environments. The paper focuses on fish-tank VR which is a small high-quality virtual environment, having the virtual environment […]
The Importance of Stereo and Eye Coupled Perspective for Eye-Hand Coordination in Fish Tank VR The paper compared the importance of stereoscopic depth and the importance of motion parallax from head movement in reaching task. First, the authors describe the difference between stereoscopic depth and motion parallax and the characteristics of stereoscopic depth. The […]
In the paper the authors try to come up with an experimental proof that stereoscopic depth is a better cue in comparison to the parallax motion for creating a 3D AR environment. They performed a variation of the Fitts’s experiment. They generated cylinders of various lengths at various positions on the grid. In the experiment […]
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 […]
This week’s paper is about guide assisted depth perception for the reaching of objects. This is importance in VR as in real life to allow the user to properly interact and reduce strain on any such interaction. This is specifically in the case of what they referred to as Fish Tank VR, or VR in […]
The Importance of Stereo and Eye Coupled Perspective for Eye-Hand Coordination in Fish Tank VR This study was done to examine the effects of correct versus incorrect perspective and stereoscopic depth for visually guided reaching. They were also interested in the adaptation that might occur when subjects changed their viewpoint when head tracking was turned […]
The paper discusses a study which showed that stereoscopic vision is more important than eye-coupled perspective for visually guided hand movements. Depth judgment is critical while interacting with objects. Research in depth perception focuses more on depth cues and coupling the perspective is important for a VR system. A comparison between stereoscopic depth perception and […]
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 […]
The Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR -Roland Arsenault and Colin Ware In this study Arsenault and Ware compare results obtained from a Fish Tank VR eye-hand coordination experiment with previous results obtained by similar studies. The author’s claimed that previous studies showed contribution of head tracking based […]
The Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR This paper investigates and discusses the relative importance of stereo and eye coupled perspective for eye-hand coordination in a virtual reality system. The authors first introduce the importance of stereo, correct perspective and active touch in virtual reality by reviewing a […]
The Importance of Stereo and Eye Coupled Perspective for Eye-Hand Coordination in Fish Tank VR By conducting an experiment based on Fish Tank VR, the authors tried to investigate the relative importance of stereo and head tracking in visually guided hand movements. Stereo (S) or stereoscopy is a technique that creates two slightly different images […]
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 […]
Arsenault and Ware’s paper discusses the importance of different visual phenomenal in augmented and virtual realities. They spend much of the paper documenting prior works and the effects those papers observed. Specifically the paper discuses Motion parallax and perspective distortion. These were tested through performing a simple task and measuring the time it took to […]
KinectFusion is a great example of SLAM (Simultaneous localization and Mapping Systems). In most AR systems it was assumed prior knowledge of the user’s environment. Maybe a map of the city. Or use co-ordinates to merge a Google earth 3D model with the real world. Maybe a point of interest , Eiffel Tower, or the printer […]
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 […]
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 […]