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We present CoVAR, a novel Virtual Reality (VR) and Augmented Reality (AR) system for remote collaboration. It supports collaboration between AR and VR users by sharing a 3D reconstruction of the AR user's environment. To enhance this mixed platform collaboration, it provides natural inputs such as eye-gaze and hand gestures, remote embodiment through avatar's head and hands, and awareness cues of...
Empathic Computing is a research field that aims to use technology to create deeper shared understanding or empathy between people. At the same time, Mixed Reality (MR) technology provides an immersive experience that can make an ideal interface for collaboration. In this paper, we present some of our research into how MR technology can be applied to creating Empathic Computing experiences. This includes...
In this paper we describe a new method for determining gaze depth in a head mounted eye-tracker. Eye-trackers are being incorporated into head mounted displays (HMDs), and eye-gaze is being used for interaction in Virtual and Augmented Reality. For some interaction methods, it is important to accurately measure the x-and y-direction of the eye-gaze and especially the focal depth information. Generally,...
Eye tracking technology in a head-mounted display has undergone rapid advancement in recent years, making it possible for researchers to explore new interaction techniques using natural eye movements. This paper explores three novel eye-gaze-based interaction techniques: (1) Duo-Reticles, eye-gaze selection based on eye-gaze and inertial reticles, (2) Radial Pursuit, cluttered-object selection that...
TeachAR is an Augmented Reality (AR) tool for teaching English colors, shapes, and spatial relationships to young children aged 4 to 6 years old who are non-native speakers of English. TeachAR utilizes the ARToolkit plugin for the Unity game engine for square marker tracking and game development. The Microsoft Kinect's microphone and speech API is used for isolated word speech recognition, a webcam...
Teaching English to children who do not come from an English speaking background is an interesting challenge for educators. In this paper, we present an Augmented reality (AR) tool, TeachAR, for teaching basic English words (colors, shapes, and prepositions) to children for whom English is not a native language. In a pilot study we compare our AR system to a traditional non-AR system. The results...
The computers nowadays are powerful enough to make the virtual reality technology more practical. Virtual reality is expected to have a bright future due to the rise of several virtual reality head mounted device such as low cost Google Cardboard, Samsung Gear VR, Oculus, HTC Vive and many others. Since virtual reality had been growing fast in this few years thus it is necessary to explore new approaches...
In order for natural interaction in Augmented Reality (AR) to become widely adopted, the techniques used need to be shown to support precise interaction, and the gestures used proven to be easy to understand and perform. Recent research has explored free-hand gesture interaction with AR interfaces, but there have been few formal evaluations conducted with such systems. In this paper we introduce and...
We demonstrate an Augmented Reality (AR) system that utilizes a combination of direct free hand interaction and indirect multimodal gesture and speech interface. A three-dimensional (3D) design sandbox application, featuring online object creation, has been developed to illustrate the use case of our system that supports dual interaction techniques.
In this paper, we describe the KITE, a mobile Augmented Reality (AR) platform that uses a magnetic tracker and a depth sensor for games and interaction development that is typically only available on a desktop system. We have achieved this using off-the-shelf hardware and efficient software that can be easily assembled and executed. We demonstrate four possible modalities based on hand input to provide...
In this paper, we present an AR framework that allows natural hand and tangible AR interaction for physically-based interaction and environment awareness to support face-to-face collaboration using Microsoft Kinect. Our framework comprises of six major components: (1) marker tracking (2) depth acquisition (3) image processing (4) physics simulation (5) communication and (6) rendering. The resulting...
In this video, “Nao Haka”, four robots and a haka leader perform a traditional Maori Haka. The Haka leader, who performs the main actions is supported by Aldebaran Nao Robots, which are controlled by an external performer, using a Microsoft Kinect as the input device. This device allows for full-body user tracking. This Video was made as a supportive gesture towards the All Blacks Rugby World Cup...
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