58 research outputs found

    Haptic holography/touching the ethereal

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    Haptic Holography, was perhaps, first proposed by workers at MIT in the 90s. The Media Lab, headed up by Dr. Stephen Benton, with published papers by Wendy Plesiak and Ravi Pappuh. −1 Recent developments in both the technology of digital holography and haptics have made it practical to conduct further investigations. Haptic holography is auto-stereoscopic and provides co-axial viewing for the user. Haptic holography may find application in medical & surgical training and as a new form of synthetic reality for artists and designers. At OCAD's PHASE Lab (Prototypes for Holographic Art and Science Explorations) workers are exploring hybrid forms of augmented reality, that combine haptics, interactivity and auto-stereoscopic imagery. Conventional Haptic environments, while presenting a 3D physics environment, typically provide a 2D visual work/play space. Orienteering in such an environment creates an uncertain spatial relationship for the user. Our group creates 3d models from which we create holographic constructs. The same model is used to create the physics environment. The two models are super-imposed. The result: Holograms you can touch

    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

    Outdoor Advertising Future in Perspective of 3D Holographic Technology in Pakistan

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    3D holographic advertising is the future of outdoor advertising. In a time to come, billboards will be replaced by 3D holographic displays. Over the past few years, there has been a substantial increase in the demand for holographic content displays. Some of the biggest brands in the world have seen the impact of this marketing technique; they know that if they want to see an increase in sales and reach, this is the way to go. The chief purpose to conduct this study is to cultivate the terrain for the application of 3D holographic technology in the outdoor advertising industry of Pakistan. This research is tremendously significant, a noteworthy eye opener into the world of 3D technology. It take the lead to the positive outcome and may deploy new opportunities for advertising agencies in a time to come. This research establish a bridge between marketing industry and 3D holographic technology and deliver a significant research that assist and reinforce advertising firms to land  in 3DHT reforming sphere of influence. This research cultivate the land of outdoor advertisement to nourish this 3DH technology. This research paper delved into the impact of 3DHT over outdoor advertising and uncovered the obstacles that are hitches in initiation holographic advertising in Pakistan. 3D holography hasn’t yet grown up, in fact it is still far from growing up. But our hunch is within ten or fifteen years from now, we are going to see some real expansions in Pakistan. What compels us have this hunch are the recent developments that are awe-inspiring and the positive aptitude of Pakistan advertising agencies to adopt this revolutionizing technology as an outdoor advertising medium

    Suspensory filaments

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    The interrelationships between vision, desire, and language are the elements that drive my artistic practice. “What is seeing?” “How is seeing related to desire?” These questions are at the base of my interests. I recognize optics as a subset of perception, yet I strive to reform them into interchangeable components. My interest in optics is based on doubt. I’m not interested in optic’s correctness, clinical orientation, or current sophistication, but rather in undermining its limitations. Our culture still struggles to absorb the notion of the sentient being, one example is our acuity of vision being standardized to 20/20. Within my research, the perceptual engagement between the work and the viewer is an initial tool to stress the importance of the act of seeing as a language rooted and dynamic human capability. The present work forms a non-linear, non- descriptive assimilation and response to these issues and how they can provide the possibility of a meaningful aesthetic experience for the contemporary viewer. The exhibit includes installations and paintings in diverse media, which were manipulated considering the implication of conceptual juxtapositions as well as the effect they created as sensual surfaces

    Promoting IMGD Through Play

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    This paper covers our research into creating an exhibit to showcase the Interactive Media and Game Development program at WPI. After considering a variety of technologies, we settled on using HoloPlayer One, a new autostereoscopic device that projects interactive 3D images into the space between the screen and viewer. Because of its wide range of software support, this device has the potential to provide an attractive, accessible way for IMGD students to showcase their work

    Holographic Pepper’s Ghost: Upright Virtual-Image Screen Realized by Holographic Mirror

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    A holographic mirror is a reflection-type holographic optical element that works as an off-axis mirror. It realizes an upright see-through screen serving as a virtual-image display and virtual camera. Such screen enables to realize virtual-image-based attractive applications like Pepper’s ghost only with a thin optical system. This chapter describes the concept of a holographic-mirror-based virtual-image display and virtual camera, an experimental method for exposing the holographic mirror based on holographic printing, methods for dispersion compensation, and experimental results for the proposed virtual-image display and camera

    Wind and warmth in virtual reality: implementation and evaluation

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    Hülsmann F, Fröhlich J, Mattar N, Wachsmuth I. Wind and warmth in virtual reality: implementation and evaluation. In: VRIC '14: Proceedings of the Virtual Reality International Conference: Laval Virtual. ACM; 2014.One possibility to make virtual worlds more immersive is to address as many human senses as possible. This paper presents the development of a system for creating wind and warmth simulations in Virtual Reality (VR). Therefore, suitable hardware and an implemented software model are described. Technical evaluations of the hardware and of the software components demonstrate the usability of the system in VR Applications. Furthermore, a user study underlines users’ acceptance and indicates a positive influence of wind and warmth stimuli on perceived presence

    Enhanced life-size holographic telepresence framework with real-time three-dimensional reconstruction for dynamic scene

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    Three-dimensional (3D) reconstruction has the ability to capture and reproduce 3D representation of a real object or scene. 3D telepresence allows the user to feel the presence of remote user that was remotely transferred in a digital representation. Holographic display is one of alternatives to discard wearable hardware restriction, it utilizes light diffraction to display 3D images to the viewers. However, to capture a real-time life-size or a full-body human is still challenging since it involves a dynamic scene. The remaining issue arises when dynamic object to be reconstructed is always moving and changes shapes and required multiple capturing views. The life-size data captured were multiplied exponentially when working with more depth cameras, it can cause the high computation time especially involving dynamic scene. To transfer high volume 3D images over network in real-time can also cause lag and latency issue. Hence, the aim of this research is to enhance life-size holographic telepresence framework with real-time 3D reconstruction for dynamic scene. There are three stages have been carried out, in the first stage the real-time 3D reconstruction with the Marching Square algorithm is combined during data acquisition of dynamic scenes captured by life-size setup of multiple Red Green Blue-Depth (RGB-D) cameras. Second stage is to transmit the data that was acquired from multiple RGB-D cameras in real-time and perform double compression for the life-size holographic telepresence. The third stage is to evaluate the life-size holographic telepresence framework that has been integrated with the real-time 3D reconstruction of dynamic scenes. The findings show that by enhancing life-size holographic telepresence framework with real-time 3D reconstruction, it has reduced the computation time and improved the 3D representation of remote user in dynamic scene. By running the double compression for the life-size holographic telepresence, 3D representations in life-size is smooth. It has proven can minimize the delay or latency during acquired frames synchronization in remote communications

    Roadmap on 3D integral imaging: Sensing, processing, and display

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    This Roadmap article on three-dimensional integral imaging provides an overview of some of the research activities in the field of integral imaging. The article discusses various aspects of the field including sensing of 3D scenes, processing of captured information, and 3D display and visualization of information. The paper consists of a series of 15 sections from the experts presenting various aspects of the field on sensing, processing, displays, augmented reality, microscopy, object recognition, and other applications. Each section represents the vision of its author to describe the progress, potential, vision, and challenging issues in this field
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