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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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Augmented reality image generation with virtualized real objects using view-dependent texture and geometry 增强现实图像生成与虚拟真实对象使用视图依赖的纹理和几何
Yuta Nakashima, Tomokazu Sato, Yusuke Uno, N. Yokoya, Norihiko Kawai
Augmented reality (AR) images with virtualized real objects can be used for various applications. However, such AR image generation requires hand-crafted 3D models of that objects, which are usually not available. This paper proposes a view-dependent texture (VDT)- and view-dependent geometry (VDG)-based method for generating high quality AR images, which uses 3D models automatically reconstructed from multiple images. Since the quality of reconstructed 3D models is usually insufficient, the proposed method inflates the objects in the depth map as VDG to repair chipped object boundaries and assigns a color to each pixel based on VDT to reproduce the detail of the objects. Background pixel exposure due to inflation is suppressed by the use of the foreground region extracted from the input images. Our experimental results have demonstrated that the proposed method can successfully reduce above visual artifacts.
具有虚拟真实对象的增强现实(AR)图像可用于各种应用。然而,这样的AR图像生成需要手工制作的物体3D模型,这通常是不可用的。本文提出了一种基于视觉依赖纹理(VDT)和视觉依赖几何(VDG)的生成高质量AR图像的方法,该方法使用多幅图像自动重建的3D模型。由于重建的三维模型通常质量不足,本文提出的方法将深度图中的物体膨胀为VDG来修复碎片化的物体边界,并基于VDT为每个像素分配颜色来重现物体的细节。使用从输入图像中提取的前景区域来抑制由于膨胀引起的背景像素曝光。实验结果表明,该方法可以有效地减少上述视觉伪影。
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引用次数: 0
CARMa: Content augmented reality marker CARMa:内容增强现实市场
M. Hossny, Mustafa Hossny, S. Nahavandi
The current marker-based augmented reality (AR) rendering has demonstrated good results for online and special purpose applications such as computer-assisted tasks and virtual training. However, it fails to deliver a solution for off-line and generic applications such as augmented books, newspapers, and scientific articles. These applications feature too many markers that imposes a serious challenge on the recognition module. This paper proposes a novel design for augmented reality markers. The proposed marker design employs multi-view orthographic projection to derive dense depth maps and relies on splats rendering for visualisation. The main objective is to interpret the marker rather than recognising it. The proposed marker design stores six depth map projections of the 3D model along with their coloured textures in the marker.
当前基于标记的增强现实(AR)渲染在计算机辅助任务和虚拟培训等在线和特殊用途应用中显示出良好的效果。然而,它无法为离线和一般应用程序(如增强图书、报纸和科学文章)提供解决方案。这些应用程序具有太多的标记,这对识别模块构成了严重的挑战。本文提出了一种新的增强现实标记设计。所提出的标记设计采用多视图正射影来导出密集的深度图,并依赖于splats渲染进行可视化。主要目标是解释标记而不是识别它。所提出的标记设计将3D模型的六个深度图投影及其彩色纹理存储在标记中。
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引用次数: 2
From augmented reality to augmented human 从增强现实到增强人类
J. Rekimoto
Summary form only given. Traditionally, the field of Human Computer Interaction (HCI) was primarily concerned with designing and investigating interfaces between humans and machines. However, with recent technological advances the concept of “enhancing” “augmenting” or even “re designing” humans themselves is becoming not only interesting and intriguing but also very feasible and serious topic of scientific research and development. “Augmented Human” is term that I use today to refer to this overall research direction. Although the term “augmentation” has long been used in HCI and AR communities since Douglas Engelbert's landmark research on augmenting intelligence, I think the possibility of human augmentation is not limited to intellectual abilities and can be expound to physical abilities. I believe Augmented Human introduces a fundamental paradigm shift in HCI: from human computer interaction to human computer integration. In this talk, I will discuss rich possibilities and distinct challenges in enhancing human abilities with technology. I will introduce recent projects conducted by our research group including design and applications if wearable eye sensing for augmenting our perception and memory abilities, design of flying cameras as our external eyes, a home appliance that can increase your happiness, an organic physical wall/window that dynamically mediates the environment, and a human hand control system based on functional electrical stimulation.
只提供摘要形式。传统上,人机交互(HCI)领域主要关注设计和研究人与机器之间的接口。然而,随着近年来技术的进步,“增强”、“增强”甚至“重新设计”人类本身的概念不仅变得有趣和耐人耳目,而且是非常可行和严肃的科学研究和发展课题。“增强人类”是我今天用来指代这个整体研究方向的术语。虽然自Douglas Engelbert关于增强智能的里程碑式研究以来,“增强”一词早已在HCI和AR社区中使用,但我认为人类增强的可能性不仅限于智力能力,还可以解释为身体能力。我相信增强人类引入了人机交互的基本范式转变:从人机交互到人机集成。在这次演讲中,我将讨论利用技术提高人类能力的丰富可能性和独特挑战。我将介绍我们研究小组最近进行的项目,包括增强我们感知和记忆能力的可穿戴眼睛传感设计和应用,作为我们外部眼睛的飞行相机设计,可以增加你的幸福感的家用电器,动态调节环境的有机物理墙/窗口,以及基于功能性电刺激的人体手部控制系统。
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引用次数: 3
Multi modal sensory human communication in the internet society 网络社会中的多模态感官人际交流
A. Cheok
This talk outlines new facilities within human media spaces supporting embodied interaction between humans, animals, and computation both socially and physically, with the aim of novel interactive communication and entertainment. We aim to develop new types of human communications and entertainment environments using all the senses, including touch, taste, and smell, which can increase support for multi-person multi-modal interaction and remote presence. In this talk, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We discuss some different research prototype systems for interactive communication, culture, and play.
本次演讲概述了人类媒体空间中的新设施,支持人类、动物和计算在社会和物理上的具体互动,目的是实现新颖的互动交流和娱乐。我们的目标是开发新型的人类交流和娱乐环境,使用所有的感官,包括触觉、味觉和嗅觉,这可以增加对多人多模式交互和远程存在的支持。在这次演讲中,我们提出了一种基于真实世界和虚拟世界集成设计的替代泛在计算环境。我们讨论了互动交流、文化和游戏的一些不同的研究原型系统。
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引用次数: 6
Art exhibit chairs 艺术展览椅
Boris Debackere, J. Misker, Jan Torpus
How we perceive and interact with information are questions that drive the AR community; researching and developing innovative technologies to augment our perception. The same discourse entangles an art practice where the principal motivation of the artist is to review and revise how we perceive and interact with the world around us. It is sometimes hard to grasp how Augmented Reality could change our world, because design and development of new AR applications are often confined by the current technological framework. Artists and their work can inspire us to envision how the future could look like. To bring these two worlds of scientist and artists closer to each other the Arts, Media and Humanities program of ISMAR 2011 is proud to feature an Art Exhibition of artistic works applying Augmented Reality technologies and concepts.
我们如何感知信息并与之互动是推动AR社区发展的问题;研究和开发创新技术来增强我们的感知能力。同样的话语也涉及艺术实践,艺术家的主要动机是回顾和修改我们如何感知和与周围世界互动。有时很难理解增强现实将如何改变我们的世界,因为新的增强现实应用程序的设计和开发往往受到当前技术框架的限制。艺术家和他们的作品可以激发我们想象未来的样子。为了拉近科学家和艺术家这两个世界的距离,2011年ISMAR艺术、媒体和人文项目很荣幸地举办了一个艺术展览,展示应用增强现实技术和概念的艺术作品。
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引用次数: 0
Work tut chairs 工作椅
F. Michahelles, J. Quarles, Carson Reynolds
It is our great pleasure to present the ISMAR Workshops and Tutorials. The Workshops associated with ISMAR 2011 feature a specific range of topics beyond the main conference tracks to better cover specific research areas in the exciting field of Mixed and Augmented Reality.
我们非常荣幸地举办ISMAR研讨会和教程。与ISMAR 2011相关的研讨会在主要会议轨道之外提供了一系列特定的主题,以更好地涵盖混合和增强现实领域的特定研究领域。
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引用次数: 0
Demo chairs 演示的椅子
Andreas Simon, Daniel Wagner, Sean White
Summary form only given. We are very happy to present the ISMAR 2011 Demonstrations Program. Demos embody "hello world" - the slogan of this year's ISMAR conference - and have a special place in the consciousness of the community. They provide us with our first glimpse of new ideas, a venue for directly interacting with implemented versions of novel concepts, and an opportunity to engage with the people of this community in the context of their work.
只提供摘要形式。我们非常高兴地介绍ISMAR 2011演示计划。演示体现了“你好,世界”——今年ISMAR会议的口号——在社区意识中占有特殊地位。他们为我们提供了新想法的第一眼,一个与新概念的实现版本直接互动的场所,以及一个在他们的工作背景下与这个社区的人们接触的机会。
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引用次数: 0
Surface/space 表面/空间
M. Bolas
Mixed and augmented reality is crossing the chasm from research to widespread adoption. This requires us to think beyond registered planes of pixels in space, and confront the unregistered mess of users, culture, and application.
混合现实和增强现实正在跨越从研究到广泛应用的鸿沟。这要求我们超越空间中已注册的像素平面,并面对未注册的用户、文化和应用程序的混乱。
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引用次数: 0
Will we ever become used to immersion? Art History and Image Science 我们会习惯沉浸式生活吗?艺术史和图像科学
O. Grau
3D Television and Immersive Cinema, Virtual and Augmented Reality, do we enter soon a total space of polysensual illusion? The aim of this contribution is to create an understanding that the present image revolution using indeed new technologies has also developed a large number of so far unknown visual expressions that cannot be conceived without our image history. Art History and Image Science help in understanding the leading and forming functions of today´s image worlds in our society. With the history of illusion and immersion, the history of artificial life or the tradition of telepresence, Image Science offers sub-histories of the present image revolutions. We know that a central problem of current cultural policy stems from serious lack of knowledge about the origins of the audiovisual media and this stands in complete contradistinction to current demands for more media and image competence. Social media competence, which goes beyond mere technical skills, is difficult to acquire if the area of historic media experience is excluded. Although many people view the concept of presence, virtual or mixed realities as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Immersion is undoubtedly a key to any understanding of the development of media in general. Overseeing 2000 years of immersive images and by bringing them in a relativity with the image competence of their users, this talk aims to gain distance and with that a reflective thinking space towards the desire to create ever new immersive image experiences.
3D电视和沉浸式电影,虚拟现实和增强现实,我们是否很快就会进入一个多感官幻觉的空间?这篇文章的目的是创造一种理解,即目前使用新技术的图像革命也开发了大量迄今为止未知的视觉表达,如果没有我们的图像历史,这些视觉表达是无法想象的。艺术史和图像科学有助于理解当今社会图像世界的主导和形成功能。通过幻觉和沉浸的历史,人工生命的历史或远程呈现的传统,图像科学提供了当前图像革命的亚历史。我们知道,当前文化政策的一个中心问题源于对视听媒体起源的严重缺乏了解,这与当前对更多媒体和图像能力的要求完全相反。社交媒体能力是一种超越单纯技术技能的能力,如果排除历史媒体经验的领域,就很难获得。尽管许多人认为存在、虚拟或混合现实的概念是一个全新的现象,但它的基础是沉浸式图像的未被认识的历史。沉浸感无疑是理解媒体发展的关键。回顾2000年的沉浸式图像,并通过将它们与用户的图像能力相关联,本次演讲旨在获得距离,并以此为反思空间,以创造新的沉浸式图像体验。
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引用次数: 0
Is there a reality in Industrial Augmented Reality? 工业增强现实有现实吗?
P. Georgel
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引用次数: 5
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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