8 research outputs found

    Stabilizing augmented reality reticles

    Get PDF
    Augmented reality applications place virtual objects in a user\u27s real, three-dimensional space. To do so, such applications use reticles, e.g., crosshairs within the screen of the mobile device, to enable the user to select a placement point in real space. The reticles are placed in the image of the real space by ray-casting from the center of the screen to planes detected in the real space. Due to a constant, low-amplitude, involuntary, noise-like movement of the user’s hand, the placement of the virtual object is often imprecise and difficult to localize. This disclosure describes techniques that enable a user to precisely place a virtual object by subjecting reticular readings to a low-pass filter that removes the small, noise-like movements of the phone by averaging

    Three-Dimensional (3D) Audio Laser for Virtual Reality Systems

    Get PDF
    A three-dimensional (3D) audio laser for VR systems is provided. The 3D audio laser is a system that includes a laser pointer and a dedicated audio location control. The system uses sound to orient a user to a virtual object and to provide an audible description of the virtual object. A location and a name (or other description) of virtual objects in the VR environment are known to the VR system. When the user aims the laser pointer at a particular virtual object and selects the dedicated audio location control, the VR system plays a series of tones with simulated locations at specified distances between the user and the virtual object. The distances are known to the user (e.g., given in the user manual for the VR system). After the series of tones is played, the name or description of the virtual object is played. The user can thereby discover the name and location of the virtual object, even if it the user cannot visually determine them

    Adjusting the rotation speed of a 3D object according to zoom level

    Get PDF
    When a user attempts to rotate a 3D object in a 3D viewer while the object is scaled up at a high level of zoom, the speed of rotation can be too fast to allow the user to discern and focus on specific parts of the object at that size. This disclosure describes techniques to adjust the speed of rotation of an interactive 3D object depending on the scale at which the user is viewing the object. The dynamic adjustment of the speed of rotation make it possible for users to look at the details of the object at various scales while maintaining a smooth user experience (UX) for interacting with the object by scaling and rotating

    Remot-IO: a System for Reaching into the Environment of a Remote Collaborator

    Get PDF
    In this paper we present Remot-IO, a system for mobile collaboration and remote assistance around Internet connected devices. The system uses two Head Mounted Displays, cameras and depth sensors to enable a remote expert to be immersed in a local user's point of view and control devices in that user?s environment. The remote expert can provide guidance through the use of hand gestures that appear in real-time in the local user?s field of view as superimposed 3D hands. In addition, the remote expert is able to operate devices in the novice?s environment and bring about physical changes by using the same hand gestures the novice would use. We describe a smart radio where the knobs of the radio can be controlled by local and remote user alike. Moreover, the user can visualize, interact and modify properties of sound waves in real time by using intuitive hand gestures

    KickSoul: A Wearable System for Feet Interactions with Digital Devices

    Get PDF
    In this paper we present a wearable device that maps natural feet movements into inputs for digital devices. KickSoul consists of an insole with sensors embedded that tracks movements and triggers actions in devices that surround us. We present a novel approach to use our feet as input devices in mobile situations when our hands are busy. We analyze natural feet?s movements and their meaning before activating an action. This paper discusses different applications for this technology as well as the implementation of our prototype

    AutoEmotive: bringing empathy to the driving experience to manage stress

    Get PDF
    With recent developments in sensing technologies, it's becoming feasible to comfortably measure several aspects of emotions during challenging daily life situations. This work describes how the stress of drivers can be measured through different types of interactions, and how the information can enable several interactions in the car with the goal of helping to manage stress. These new interactions could help not only to bring empathy to the driving experience but also to improve driver safety and increase social awareness.MIT Media Lab ConsortiumNational Science Foundation (U.S.) (Grant No. NSF CCF- 1029585

    A platform for reaching into the environment of a remote collaborator

    No full text
    Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016.Cataloged from PDF version of thesis.Includes bibliographical references (pages 75-77).In this thesis we present ShowMe++, an immersive mobile collaboration system that allows a remote user to communicate with a peer using video, audio and hand gestures. We explore the use of a Head Mounted Display (HMD), depth camera and wearable haptic devices to create a system that (1) enables a remote user to be immersed in another first-person's point of view, (2) offers a new way for the remote expert to provide guidance through three dimensional, real-time hand gestures and voice, (3) allows natural interactions with interfaces of Internet of Things (IoT) devices and (4) provides haptic feedback when interacting with remote or virtual interfaces. Using our system, both users feel present in the same physical environment and can perceive realtime communication from one another in the form of 2-handed gestures and voice. We discuss the design and implementation of the system as well as applications scenarios such as remote maintenance, 3D exploration and remote ghost presence. The user study demonstrates that hand transmission, first person point of view and immersion improve the feeling of co-presence and make remote teaching more effective.by Xavier Benavides Palos.S.M

    Exploring the Design of a Wearable Device to Turn Everyday Objects into Playful Experiences

    No full text
    In this paper we present a wearable device in the form of a bracelet that turns everyday objects into interactive physical gameplay. We combine physical exploration and interactive entertainment by providing real-time audio and light feedback without the need to be in front of a screen. In contrast with today's computer, video and smartphone games, our system has the potential to enhance children's physical, social and outdoor play. We designed a set of playful applications that seamlessly integrate technology with outdoor game play, music, sports and social interactions
    corecore