72,023 research outputs found

    Multimodal augmented reality tangible gaming

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    This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable

    An Evaluation of Virtual Lenses for Object Selection in Augmented Reality

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    This paper reports the results of an experiment to compare three different selection techniques in a tabletop tangible augmented reality interface. Object selection is an important task in all direct manipulation interfaces because it precedes most other manipulation and navigation actions. Previous work on tangible virtual lenses for visualisation has prompted the exploration of how selection techniques can be incorporated into these tools. In this paper a selection technique based on virtual lenses is compared with the traditional approaches of virtual hand and virtual pointer methods. The Lens technique is found to be faster, require less physical effort to use, and is preferred by participants over the other techniques. These results can be useful in guiding the development of future augmented reality interfaces

    A tangible user interface using spatial augmented reality

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    In this paper, we describe the novel implementation of a tangible user interface framework, namely the MagicPad, inspired by the concept of Spatial Augmented Reality. By using an Infrared pen with any flat surface, such as a paper pad that receives projected images from a projector, a user is able to perform a variety of interactive visualization and manipulation in the 3D space. Two implementations using the MagicPad framework are presented, which include the magic lenses like interface inside a CAVE-like system and a virtual book in an art installation. ©2010 IEEE.published_or_final_versionThe 2010 IEEE Symposium on 3D User Interfaces (3DUI 2010), Waltham, MA., 20-21 March 2010. In Proceedings of 3DUI, 2010, p. 137-13

    Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design

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    Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario

    D-touch: A Consumer-Grade Tangible Interface Module and Musical Applications

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    We define a class of tangible media applications that can be implemented on consumer-grade personal computers. These applications interpret user manipulation of physical objects in a restricted space and produce unlocalized outputs. We propose a generic approach to the implementation of such interfaces using flexible fiducial markers, which identify objects to a robust and fast video-processing algorithm, so they can be recognized and tracked in real time. We describe an implementation of the technology, then report two new, flexible music performance applications that demonstrate and validate it

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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