2,147 research outputs found

    Projector-Based Augmentation

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    Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments – without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces

    Low-cost efficient interactive whiteboard

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    In this paper we present a low-cost efficient Interactive Whiteboard that, by fusing depth and video information provided by a low-cost depth camera, is able to detect and track user movements

    deForm: An interactive malleable surface for capturing 2.5D arbitrary objects, tools and touch

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    We introduce a novel input device, deForm, that supports 2.5D touch gestures, tangible tools, and arbitrary objects through real-time structured light scanning of a malleable surface of interaction. DeForm captures high-resolution surface deformations and 2D grey-scale textures of a gel surface through a three-phase structured light 3D scanner. This technique can be combined with IR projection to allow for invisible capture, providing the opportunity for co-located visual feedback on the deformable surface. We describe methods for tracking fingers, whole hand gestures, and arbitrary tangible tools. We outline a method for physically encoding fiducial marker information in the height map of tangible tools. In addition, we describe a novel method for distinguishing between human touch and tangible tools, through capacitive sensing on top of the input surface. Finally we motivate our device through a number of sample applications

    Fast 3D Point-Cloud Segmentation for Interactive Surfaces

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    KAVE - Kinect Cave: design, tools and comparative analysis with other VR technologies

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    Virtual reality has been delivered through many different forms and iterations. One of them is the CAVE. CAVE systems have developed over the yearsbuttheyarestillhaveprohibitivecostsandarerathercomplextoimplement. In this thesis we propose our own low-cost CAVE system - comprised of details about the setup as well as a calibration software that was developedtohelpachievethegoalsofthisthesis-andcompareittootherlost-cost CAVEsfoundintheliterature. Thisthesisalsoencompassesapresencestudy that was performed as a result of assessing the resulting CAVE. This study compared CAVE, PC and Head-Mounted Display in terms of presence and workloadthroughtheuseofvalidatedquestionnairesfoundintheliterature. The resulting data showed HMD induced higher sense of presence than the CAVE, and CAVE induced higher sense of presence than the PC. Regarding workloadofthesystem,thedataalsoshowednostatisticallymeaningfuldifferences between the three technologies except for the physical demand of performing a task in a CAVE compared to performing the same task in the PC
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