6,245 research outputs found

    Adaptive User Perspective Rendering for Handheld Augmented Reality

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    Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. To this end, approaches usually apply face-tracking algorithms on the front camera of the mobile device. However, this demands high computational resources and therefore commonly affects the performance of the application beyond the already high computational load of AR applications. In this paper, we present a method to reduce the computational demands for user perspective rendering by applying lightweight optical flow tracking and an estimation of the user's motion before head tracking is started. We demonstrate the suitability of our approach for computationally limited mobile devices and we compare it to device perspective rendering, to head tracked user perspective rendering, as well as to fixed point of view user perspective rendering

    Spatial Interaction for Immersive Mixed-Reality Visualizations

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    Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics. Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis. Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis. Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research. One of the resulting challenges, however, is the design of user interaction for these often complex systems. In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions: 1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them? 2) How does spatial interaction benefit these visualizations and how should such interactions be designed? 3) How can spatial interaction in these immersive environments be analyzed and evaluated? To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts. For the second question, I study how spatial interaction in particular can help to explore data in mixed reality. There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels. Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights. Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, führen zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse. Insbesondere bei inhärent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natürliche Interaktionstechniken als hilfreich für die Datenanalyse erwiesen. Darüber hinaus spielt in solchen Anwendungsfällen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext für die Analyse dient. Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung geführt hat. Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion für diese oft komplexen Systeme. In meiner Dissertation beschäftige ich mich mit dieser Herausforderung, indem ich die Interaktion für immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche: 1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden? 2) Wie profitieren diese Visualisierungen von räumlicher Interaktion und wie sollten solche Interaktionen gestaltet werden? 3) Wie kann räumliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden? Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen für immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren. Für die zweite Frage untersuche ich, wie insbesondere die räumliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann. Dabei betrachte ich die Interaktion mit räumlichen Geräten im Vergleich zur Touch-Eingabe, die Verwendung zusätzlicher mobiler Geräte als Controller und das Potenzial transparenter Interaktionspanels. Um die dritte Frage zu beantworten, stelle ich schließlich meine Forschung darüber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann. Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie räumliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstützen können

    Active PinScreen: Exploring Spatio-Temporal Tactile Feedbackfor Multi-Finger Interaction

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    Multiple fingers are often used for efficient interaction with handheld computing devices. Currently, any tactile feedback provided is felt on the finger pad or the palm with coarse granularity. In contrast, we present a new tactile feedback technique, Active PinScreen, that applies localised stimuli on multiple fingers with fine spatial and temporal resolution. The tactile screen uses an array of solenoid-actuated magnetic pins with millimetre scale form-factor which could be deployed for back-of-device handheld use without instrumenting the user. As well as presenting a detailed description of the prototype, we provide the potential design configurations and the applications of the Active PinScreen and evaluate the human factors of tactile interaction with multiple fingers in a controlled user evaluation. The results of our study show a high recognition rate for directional and patterned stimulation across different grip orientations as well as within- and between- fingers. We end the paper with a discussion of our main findings, limitations in the current design and directions for future work

    Sublimate: State-Changing Virtual and Physical Rendering to Augment Interaction with Shape Displays

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    Recent research in 3D user interfaces pushes towards immersive graphics and actuated shape displays. Our work explores the hybrid of these directions, and we introduce sublimation and deposition, as metaphors for the transitions between physical and virtual states. We discuss how digital models, handles and controls can be interacted with as virtual 3D graphics or dynamic physical shapes, and how user interfaces can rapidly and fluidly switch between those representations. To explore this space, we developed two systems that integrate actuated shape displays and augmented reality (AR) for co-located physical shapes and 3D graphics. Our spatial optical see-through display provides a single user with head-tracked stereoscopic augmentation, whereas our handheld devices enable multi-user interaction through video seethrough AR. We describe interaction techniques and applications that explore 3D interaction for these new modalities. We conclude by discussing the results from a user study that show how freehand interaction with physical shape displays and co-located graphics can outperform wand-based interaction with virtual 3D graphics.National Science Foundation (U.S.) (Graduate Research Fellowship Grant 1122374
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