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We present a framework for interactive real-time visualization of three-dimensional volume data on commodity augmented reality (AR) displays. In particular, we address the problem of seamlessly blending internal anatomy data sets with real-world objects. One key challenge, particularly relevant to this scenario, is conveying the correct sense of relative depths of virtual and real world objects. To...
The human visual system always focuses at a distinct depth. Therefore, objects that lie at different depths appear blurred, a phenomenon known as Depth of Field (DoF); as the user's focus depth changes, different objects come in and out of focus. Augmented Reality (AR) is a technology that superimposes computer graphics (CG) images onto a user's view of the real world. A commonly used AR display device...
The Extended TV application allows to enhance an audiovisual content displayed on a TV, using Mixed Reality technology. During preprocessing, the close environment of the TV is scanned using a consumer depth camera. The captured RGB-D data are analyzed, providing models for both the 3D geometry and the lighting of the real scene. During runtime, the TV is watched through a tablet, and virtual objects...
With the ongoing introduction of wide-FOV VR head-worn displays into the consumer market, the application of VR 3D UIs to professional work environments is attracting increasing attention. One of the most conspicuous concepts is immersive 3D modeling and content creation. In spite of the long research history, there have been very few analyses of the effect of 3D UIs on productivity in 3D design....
We present a novel methodology that combines stereo vision and parallel processing, based on GPU and the use of binary descriptors, for fast plane extraction. Typical stereo algorithms require an image rectification stage that has to run in a frame-to-frame basis, increasing the computational burden and with the possibility of compromising high frame rate operation. Hence, we propose to use a semi-calibrated...
We present here a novel cross-platform library to facilitate research and development applications dealing with augmented reality (AR). Features include 2D and 3D objects visualization and interaction, camera flow and image manipulation, and soft-body deformation. Our aim is to provide computer vision specialists' with tools to facilitate AR application development by providing easy and state of the...
This paper introduces a unique type of mixed reality system based on passive-haptic feedback, which enables its user to manipulate real objects with bare hands while seeing its counterpart in the HMD with more information attached. The system provides users in MR systems with a more realistic sense of touch and costs less money comparing to the active force feedback devices. In this paper, accuracy...
Using depth information has become more popular in recent years, as it adds a new dimension to 2D camera views. We have developed a novel mobile application called iRay, which uses depth information to achieve highly accurate markerless registration on a mobile device for medical use. We use a Structure Sensor to capture depth information that is portable to iPad. Its SDK also provides SLAM data to...
In gaming, customizing individual characters, can create personal bonds between players and their characters. Hence, character customization is a standard component in many games. While mobile Augmented Reality (AR) games become popular, to date, no 3D character editor for AR games exists. We investigate the feasibility of 3D character customization for smartphone-based AR in an iterative design process...
AR technology is often used in applications that simulate an arrangement of furniture. These applications superimpose CG furnitures on any place. These applications cannot replace the CG furniture with a real furniture if there is a real furniture. To solve this problem, this paper proposes a method that can erase real object from the real environment (Diminished Reality) and add virtual object to...
A newly developed augmented reality system is proposed which emits luminescent AR markers using a projector instead of tangible markers. This paper clarifies several features such as marker replacement operation, traveling marker operation and postural deception operation to contribute to an active execution for mobile robot navigation.
We demonstrate “Blurry (Sticky) Finger” in which one uses the unfocused blurred finger, sense of proprioception, to aim, point and directly select a distant object in the real world with both eyes open. We showcase two demo applications. The first illustrates the accuracy and usability of the proposed method with the target objects lying at a fixed depth on a monitor. The second is an AR based object...
In this demo, we present RKSLAM, a robust keyframe-based monocular SLAM system that can reliably handle fast motion with strong rotation and ensure good AR experiences. We contribute two key technical contributions: a novel multi-homography based feature tracking method which is very robust and efficient, and a sliding-window based camera pose optimization scheme which imposes the motion prior constraints...
A recurring challenge when setting up any Augmented Reality system is integration as well as the correct calibration and registration of the involved devices. To gather, the input data the user has to interact with the system which requires certain knowledge on how to perform the task. It is possible the user performs the current task to the best of his knowledge and still produces suboptimal results...
In this paper, we propose a novel marker design and its tracking algorithm for room-sized MR/AR environments. The markers and the algorithm are designed to solve the following practical problems: i) the difficulties in creating and arranging markers and ii) the trade-off between inconspicuousness and robustness of markers. The proposed markers are small chips that are cut off a large paper sheet,...
In this paper, we propose a tabletop interface in which a user wears a projector with a depth camera on his or her head and can perform touch operations on an image projected on a flat surface. By using the head-mounted projector, images are always projected in front of the user in the direction of the user's gaze. By changing the image to be projected based on the user's head movement, this interface...
In some circumstances it is necessary to allow the public to interact with AR or VR contents in physical space in an easy to use and low cost way, such as mark based AR book in classroom and interactive VR art or AR art in exhibition or museum in open space. The authors developed tangible user interface elements based on marker recognition. The user interface elements include virtual buttons, virtual...
This paper introduces a user-centered Augmented Reality (AR) approach for publishing 2D media archives as interactive content. We discuss the relevant technical considerations for developing an effective application for public outdoor AR experiences that leverage context-specific elements in a challenging, real-world environment. Specifically, we show how a classical marker-less approach can be combined...
This paper proposes a novel shadow removal technique for cooperative projection system based-on spatio-temporal prediction. In our previous work, we proposed a distributed feedback algorithm, which is implementable in cooperative projection environments subject to data transfer constraints between components. A weakness of this scheme is that the compensation is conducted in each pixel independently...
Indirect augmented reality (IAR) presents pre-generated augmented images for achieving high-quality geometric and photometric registration between pre-captured images and virtual objects. Meanwhile, IAR causes spatial inconsistency between the real world and presented images when users move from the location where the real scene was captured. This paper describes a novel way to address the spatial...
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