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International Symposium on Mixed and Augmented Reality : (ISMAR) [proceedings]. IEEE and ACM International Symposium on Mixed and Augmented Reality最新文献

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Workshop chairs 车间的椅子
Hartmut Seichter, Denis Kalkofen
It is our pleasure to present the workshops associated with ISMAR 2013. These events provide a chance to thoroughly examine specific research areas in the exciting field of Mixed and Augmented Reality.
我们很荣幸为大家介绍与ISMAR 2013相关的研讨会。这些活动为深入研究混合现实和增强现实领域的特定研究领域提供了机会。
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引用次数: 52
Visuo-Haptic Augmented Reality runtime environment for medical training 用于医学培训的视觉触觉增强现实运行环境
U. Eck, C. Sandor, Hamid Laga
During the last decade, Visuo-Haptic Augmented Reality (VHAR) systems have emerged that enable users to see and touch digital information that is embedded in the real world. They pose unique problems to developers, including the need for precise augmentations, accurate colocation of haptic devices, and efficient concurrent processing of multiple, realtime sensor inputs to achieve low latency. We think that this complexity is one of the main reasons, why VHAR technology has only been used in few user interface research projects. The proposed project's main objective is to pioneer the development of a widely applicable VHAR runtime environment, which meets the requirements of realtime, low latency operation with precise co-location, haptic interaction with deformable bodies, and realistic rendering, while reducing the overall cost and complexity for developers. A further objective is to evaluate the benefits of VHAR user interfaces with a focus on medical training applications, so that creators of future medical simulators or other haptic applications recognize the potential of VHAR.
在过去的十年中,视觉-触觉增强现实(VHAR)系统已经出现,使用户能够看到和触摸嵌入现实世界中的数字信息。它们给开发人员带来了独特的问题,包括需要精确的增强,触觉设备的精确配置,以及多个实时传感器输入的高效并发处理以实现低延迟。我们认为这种复杂性是VHAR技术仅在少数用户界面研究项目中使用的主要原因之一。该项目的主要目标是开发一种广泛适用的VHAR运行时环境,该环境满足实时、低延迟操作的要求,具有精确的协同定位、与可变形物体的触觉交互和逼真的渲染,同时降低开发人员的总体成本和复杂性。进一步的目标是评估VHAR用户界面的好处,重点是医疗培训应用,以便未来医疗模拟器或其他触觉应用的创建者认识到VHAR的潜力。
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引用次数: 1
Doctoral chairs 博士的椅子
W. Chinthammit, S. Kim
We are proud to present the 2nd ISMAR Doctoral Consortium (DC). We are continuing to build on the success of the 1st DC at ISMAR 2012, where DC students received invaluable inputs from DC mentors to help improve their research. The goal of the DC is to create an opportunity for PhD students to present their research, discuss their current progresses and future plans, and receive constructive criticism and guidances regarding their current work, future work, and career perspectives.
我们很自豪地介绍第二届ISMAR博士联盟(DC)。我们将继续在2012年ISMAR第一届DC的成功基础上再创辉煌,在那里,DC学生从DC导师那里获得了宝贵的意见,帮助他们改进研究。DC的目标是为博士生创造一个机会来展示他们的研究,讨论他们当前的进展和未来的计划,并就他们当前的工作、未来的工作和职业前景接受建设性的批评和指导。
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引用次数: 0
Visual analytics in Augmented Reality 增强现实中的视觉分析
Neven A. M. ElSayed, C. Sandor, Hamid Laga
In the last decade, Augmented Reality has become more mature and is widely adopted on mobile devices. Exploring the available information of a user's environment is one of the key applications. However, current mobile Augmented Reality interfaces are very limited compared to the recently emerging big data exploration tools for desktop computers. Our vision is to bring powerful Visual Analytic tools to mobile Augmented Reality.
在过去的十年中,增强现实已经变得更加成熟,并在移动设备上被广泛采用。探索用户环境的可用信息是关键的应用程序之一。然而,与最近出现的桌面电脑大数据探索工具相比,目前的移动增强现实界面非常有限。我们的愿景是为移动增强现实带来强大的视觉分析工具。
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引用次数: 7
Wip chairs 在制品的椅子
S. DiVerdi, Jun Park
New this year to ISMAR 2013, we are proud to present the Works In Progress (WIP) Program. Augmented Reality is rapidly growing into many new areas, so the WIP is a platform to present the field's latest, emerging results to the larger community before the work has reached its final form. This year, the program includes bread and butter AR technologies such as remote collaboration interfaces, fiducial marker design, and perceptual studies, to even loftier applications like AR interactions aboard the International Space Station. Passive haptics, bare-handed gesture interfaces, and realistic rendering round out the offerings. So come to the WIP sessions to hear about active AR research and find the spark of inspiration!
今年是ISMAR 2013的新一年,我们很自豪地推出了正在进行的工程(WIP)计划。增强现实正在迅速发展到许多新的领域,因此WIP是一个平台,可以在工作达到最终形式之前向更大的社区展示该领域最新的、新兴的结果。今年,该项目包括基础AR技术,如远程协作接口、基准标记设计和感知研究,甚至更高级的应用,如国际空间站上的AR交互。被动触觉,徒手手势界面和逼真的渲染完善了产品。因此,来参加WIP会议,听取积极的AR研究,并找到灵感的火花!
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引用次数: 0
Bare hand natural interaction with augmented objects 徒手与增强对象的自然交互
L. Figueiredo, Ronaldo Dos Anjos, Jorge Eduardo Falcao Lindoso, E. Neto, R. Roberto, Manoela Silva, V. Teichrieb
In this work in progress we address the problem of interacting with augmented objects. A bare hand tracking technique is developed, which allied to gesture recognition heuristics, enables interaction with augmented objects in an intuitive way. The tracking algorithm uses a flock of features approach that tracks both hands in real time. The interaction occurs by the execution of grasp and release gestures. Physics simulation and photorealistic rendering are added to the pipeline. This way, the tool provides more coherent feedback in order to make the virtual objects look and respond more likely real ones. The pipeline was tested through specific tasks, designed to analyze its performance regarding the easiness of use, precision and response time.
在这项正在进行的工作中,我们解决了与增强对象交互的问题。开发了一种徒手跟踪技术,该技术与手势识别启发式技术相结合,可以直观地与增强对象进行交互。跟踪算法使用一组特征方法实时跟踪双手。交互是通过执行抓握和释放手势来实现的。物理模拟和逼真的渲染被添加到管道中。这样,该工具提供了更连贯的反馈,以便使虚拟对象看起来和响应更像真实对象。通过具体任务对该管道进行了测试,旨在分析其易用性、精度和响应时间的性能。
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引用次数: 9
Tutorial chairs 教程的椅子
T. Drummond, Matt Adcock
It is our great pleasure to present the ISMAR Tutorials. We proudly host two tutorials that provide sharing of knowledge from seasoned researchers. Our tutorials cover open standards and development using HTML and instantAR. Through these exciting tutorials we hope to expand the minds of ISMAR 2013 attendees and help to foster the next generation of Mixed and Augmented Reality researchers, practitioners, and artists.
我们很高兴为大家介绍ISMAR教程。我们自豪地主持了两个教程,提供来自经验丰富的研究人员的知识分享。我们的教程涵盖了使用HTML和instantAR的开放标准和开发。通过这些令人兴奋的教程,我们希望扩大ISMAR 2013与会者的思想,并帮助培养下一代混合和增强现实研究人员,从业者和艺术家。
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引用次数: 0
Using a HHD with a HMD for mobile AR interaction 使用HHD和HMD进行移动AR交互
Rahul Budhiraja, Gun A. Lee, M. Billinghurst
Mobile Augmented Reality (AR) applications are typically deployed either on head mounted displays (HMD) or handheld displays (HHD). This paper explores novel interaction techniques for a combined HHD-HMD hybrid system that builds on the strengths of each type of device. We use the HMD for viewing AR content and a touch screen HHD for interacting with the content. A prototype system was developed and a user study was conducted comparing four interaction techniques for selection tasks.
移动增强现实(AR)应用通常部署在头戴式显示器(HMD)或手持显示器(HHD)上。本文探讨了hdd - hmd混合系统的新型交互技术,该系统建立在每种类型设备的优势之上。我们用HMD观看AR内容,用触摸屏HHD与内容交互。开发了一个原型系统,并进行了用户研究,比较了四种选择任务的交互技术。
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引用次数: 27
Comparing pointing and drawing for remote collaboration 比较远程协作的指向和绘图
Seungwon Kim, Gun A. Lee, Nobuchika Sakata
In this research, we explore using pointing and drawing in a remote collaboration system. Our application allows a local user with a tablet to communicate with a remote expert on a desktop computer. We compared performance in four conditions: (1) Pointers on Still Image, (2) Pointers on Live Video, (3) Annotation on Still Image, and (4) Annotation on Live Video. We found that using drawing annotations would require fewer inputs on an expert side, and would require less cognitive load on the local worker side. In a follow-on study we compared the conditions (2) and (4) using a more complicated task. We found that pointing input requires good verbal communication to be effective and that drawing annotations need to be erased after completing each step of a task.
在本研究中,我们探索了在远程协作系统中使用指向和绘图。我们的应用程序允许使用平板电脑的本地用户与桌面计算机上的远程专家进行通信。我们比较了四种情况下的性能:(1)静态图像上的指针,(2)实时视频上的指针,(3)静态图像上的注释,(4)实时视频上的注释。我们发现,使用绘图注释在专家方面需要更少的输入,并且在本地工作人员方面需要更少的认知负荷。在后续研究中,我们使用更复杂的任务比较了条件(2)和条件(4)。我们发现,指示输入需要良好的口头沟通才能有效,而绘图注释需要在完成任务的每一步后删除。
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引用次数: 43
Adapting ray tracing to Spatial Augmented Reality 适应光线追踪空间增强现实
Markus Broecker, B. Thomas, Ross T. Smith
Ray tracing is an elegant and intuitive image generation method. The introduction of GPU-accelerated ray tracing and corresponding software frameworks makes this rendering technique a viable option for Augmented Reality applications. Spatial Augmented Reality employs projectors to illuminate physical models and is used in fields that require photorealism, such as design and prototyping. Ray tracing can be used to great effect in this Augmented Reality environment to create scenes of high visual fidelity. However, the peculiarities of SAR systems require that core ray tracing algorithms be adapted to this new rendering environment. This paper highlights the problems involved in using ray tracing in a SAR environment and provides solutions to overcome them. In particular, the following issues are addressed: ray generation, hybrid rendering and view-dependent rendering.
光线追踪是一种优雅而直观的图像生成方法。gpu加速光线追踪和相应软件框架的引入使这种渲染技术成为增强现实应用程序的可行选择。空间增强现实使用投影仪照亮物理模型,并用于需要真实感的领域,如设计和原型制作。光线追踪可以在这个增强现实环境中发挥很大的作用,以创建高视觉保真度的场景。然而,SAR系统的特性要求核心光线追踪算法适应这种新的渲染环境。本文重点介绍了在SAR环境中使用光线跟踪所涉及的问题,并提出了克服这些问题的解决方案。特别地,解决了以下问题:光线生成,混合渲染和依赖于视图的渲染。
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引用次数: 7
期刊
International Symposium on Mixed and Augmented Reality : (ISMAR) [proceedings]. IEEE and ACM International Symposium on Mixed and Augmented Reality
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