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Contact-view: a magic-lens paradigm designed to solve the dual-view problem

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Publication date10/09/2014
Host publicationProceedings of International Symposium on Mixed and Augmented Reality 2014
Place of PublicationPiscataway, N.J.
PublisherIEEE
Pages297-298
Number of pages2
ISBN (print)9781479961849
<mark>Original language</mark>English
EventProceedings of International Symposium on Mixed and Augmented Reality 2014 - Munich, Germany
Duration: 10/09/201412/09/2014

Conference

ConferenceProceedings of International Symposium on Mixed and Augmented Reality 2014
Country/TerritoryGermany
CityMunich
Period10/09/1412/09/14

Conference

ConferenceProceedings of International Symposium on Mixed and Augmented Reality 2014
Country/TerritoryGermany
CityMunich
Period10/09/1412/09/14

Abstract

Typically handheld AR systems utilize a single back-facing camera and the screen in order to implement device transparency. This creates the dual-view problem a consequence of virtual transparency which does not match true transparency—what the user would see looking through a transparent glass pane. The dual-view problem affects usability of handheld AR systems and is commonly addressed though user-perspective rendering solutions. Whilst such approach produces promising results, the complexity of implementing user-perspective rendering and the fact it does not solve all sources that produce the dual-view problem, means it only ever addresses part of the problem. This paper seeks to create a more complete solution for the dual-view problem that will be applicable to readily available handheld-device. We pursue this goal by designing, implementing and evaluating a novel interaction paradigm we call ‘contact-view’. By utilizing the back and front-facing camera and the environment base-plane texture—predefined or incrementally created on the fly, we enable placing the device directly on top of the base-plane. As long as the position of the phone in relation to the base-plane is known, appropriate segment of the occluded base-plane can be rendered on the device screen, result of which is transparency in which dual-view problem is eliminated.