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showing 10 items of 706 documents
Hidden Pursuits: Evaluating Gaze-selection via Pursuits when the Stimuli's Trajectory is Partially Hidden
2018
The idea behind gaze interaction using Pursuits is to leverage the human's smooth pursuit eye movements performed when following moving targets. However, humans can also anticipate where a moving target would reappear if it temporarily hides from their view. In this work, we investigate how well users can select targets using Pursuits in cases where the target's trajectory is partially invisible (HiddenPursuits): e.g., can users select a moving target that temporarily hides behind another object? Although HiddenPursuits was not studied in the context of interaction before, understanding how well users can perform HiddenPursuits presents numerous opportunities, particularly for small interfa…
GPU-accelerated integral imaging and full-parallax 3D display using stereo-plenoptic camera system
2019
Abstract In this paper, we propose a novel approach to produce integral images ready to be displayed onto an integral-imaging monitor. Our main contribution is the use of commercial plenoptic camera, which is arranged in a stereo configuration. Our proposed set-up is able to record the radiance, spatial and angular, information simultaneously in each different stereo position. We illustrate our contribution by composing the point cloud from a pair of captured plenoptic images, and generate an integral image from the properly registered 3D information. We have exploited the graphics processing unit (GPU) acceleration in order to enhance the integral-image computation speed and efficiency. We…
A touchless gestural system for extended information access within a campus
2017
In the last two decades, we have witnessed a growing spread of touchless interfaces, facilitated by higher performances of computational systems, as well as the increased availability of cheaper sensors and devices. Putting the focus on gestural input, several researchers and designers used Kinect-like devices to implement touchless gestural interfaces. The latter extends the possible deployments and usage of public interactive displays. For example, wall-sized displays may become interactive even if they are unreachable by touch. Moreover, billboard-sized displays may be placed in safe cases to avoid vandalism, while still maintaining their interactivity. Finally, people with temporary or …
Touchless Interfaces For Public Displays
2016
Public displays have lately become ubiquitous thanks to the decreasing cost of such technology and public policies supporting the development of smart cities. Depending on form factor, those displays might use touchless gestural interfaces that therefore are becoming more often the subject of public and private research. In this paper, we focus on touchless interactions with situated public displays, and introduce a pilot study on comparing two interfaces: an interface based on the Microsoft Human Interface Guidelines (HIG), a de facto standard in the field, and a novel interface, designed by us. Differently from the HIG-based one, our interface displays an avatar, which does not require an…
New Method of Microimages Generation for 3D Display
2018
In this paper, we propose a new method for the generation of microimages, which processes real 3D scenes captured with any method that permits the extraction of its depth information. The depth map of the scene, together with its color information, is used to create a point cloud. A set of elemental images of this point cloud is captured synthetically and from it the microimages are computed. The main feature of this method is that the reference plane of displayed images can be set at will, while the empty pixels are avoided. Another advantage of the method is that the center point of displayed images and also their scale and field of view can be set. To show the final results, a 3D InI dis…
Full-parallax 3D display from stereo-hybrid 3D camera system
2018
Abstract In this paper, we propose an innovative approach for the production of the microimages ready to display onto an integral-imaging monitor. Our main contribution is using a stereo-hybrid 3D camera system, which is used for picking up a 3D data pair and composing a denser point cloud. However, there is an intrinsic difficulty in the fact that hybrid sensors have dissimilarities and therefore should be equalized. Handled data facilitate to generating an integral image after projecting computationally the information through a virtual pinhole array. We illustrate this procedure with some imaging experiments that provide microimages with enhanced quality. After projection of such microim…
Supporting tourism with public interactive displays
2019
Interactive displays are common in public and semi-public areas, such as museums, shopping malls, train stations, and even on streets. Especially with the emergence of new ways of interaction, interactive displays could be introduced to popular tourist attractions to support tourism. The aim of this tutorial is to prepare its participants for designing such interactive public displays. The tutorial will first introduce participants to state of the art in interactive public displays. This will be followed by a city tour where a number of local attractions are visited. Finally, the participants will brainstorm and create concepts for novel interactive public displays that aim to improve the e…
Comparative assessment of spatial perception in augmented reality depending on the consistency of depth cues
2021
Discrepancies between depth cues (accommodation and vergence) is one of the major issues caused in a stereoscopic augmented reality at close viewing distances. It adversely affects not only user comfort but also spatial judgements. Images with consonant cues at different distances have become available due to the implementation of multifocal architecture in the head-mounted displays, although its effect on spatial perception has remained unknown. In this psychophysical study, we investigated the effects of consonant and conflicting depth cues on perceptual distance matching in the stereoscopic environment of augmented reality using a head-mounted display that was driven in two modes: multif…
Optical See-Through Head-Mounted Displays With Short Focal Distance: Conditions for Mitigating Parallax-Related Registration Error
2020
Optical see-through (OST) augmented reality head-mounted displays are quickly emerging as a key asset in several application fields but their ability to profitably assist high precision activities in the peripersonal space is still sub-optimal due to the calibration procedure required to properly model the user's viewpoint through the see-through display. In this work, we demonstrate the beneficial impact, on the parallax-related AR misregistration, of the use of optical see-through displays whose optical engines collimate the computer-generated image at a depth close to the fixation point of the user in the peripersonal space. To estimate the projection parameters of the OST display for a …
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
2016
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.