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  • 3D Virtual Ray Tracing

    Rights statement: © Author, 2016. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems http://dx.doi.org/10.1145/2851581.2892412

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3D virtual tracing and depth perception problem on mobile AR

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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3D virtual tracing and depth perception problem on mobile AR. / Gombač, Leo; Čopič Pucihar, Klen; Kljun, Matjaz et al.
CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. New York: ACM, 2016. p. 1849-1856.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Gombač, L, Čopič Pucihar, K, Kljun, M, Coulton, P & Grbac, J 2016, 3D virtual tracing and depth perception problem on mobile AR. in CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. ACM, New York, pp. 1849-1856, CHI 2016, San Jose, United States, 7/05/16. https://doi.org/10.1145/2851581.2892412

APA

Gombač, L., Čopič Pucihar, K., Kljun, M., Coulton, P., & Grbac, J. (2016). 3D virtual tracing and depth perception problem on mobile AR. In CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1849-1856). ACM. https://doi.org/10.1145/2851581.2892412

Vancouver

Gombač L, Čopič Pucihar K, Kljun M, Coulton P, Grbac J. 3D virtual tracing and depth perception problem on mobile AR. In CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. New York: ACM. 2016. p. 1849-1856 doi: 10.1145/2851581.2892412

Author

Gombač, Leo ; Čopič Pucihar, Klen ; Kljun, Matjaz et al. / 3D virtual tracing and depth perception problem on mobile AR. CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. New York : ACM, 2016. pp. 1849-1856

Bibtex

@inproceedings{8ea02fd8da404e798534beea92f1b8ba,
title = "3D virtual tracing and depth perception problem on mobile AR",
abstract = "Mobile Augmented Reality (AR) is most commonly implemented using a camera and a flat screen. Such implementation removes binocular disparity from users{\textquoteright} observation. To compensate, people use alternative depth cues (e.g. depth ordering). However, these cues may also get distorted in certain AR implementations, creating depth distortion. One such example is virtual tracing — creating a physical sketch on a 2D or 3D object given a virtual image on a mobile device. When users{\textquoteright} hands and drawn contours are introduced to the scene, the rendering of the virtual contour with the correct depth order is difficult as it requires real time scene reconstruction. In this paper we explore how depth distortion affects 3D virtual tracing by implementing a first of its kind 3D virtual tracing prototype and run an observational study. Contrary to our initial expectations, drawing performance exceeded our expectations suggesting that the lack of visual depth cues, whilst 3D virtual tracing, is not as important as initially expected. We attributed this to the positive impact of proprioception on drawing performance enhanced by holding the object in hand while drawing. As soon as the participants were asked to hold the mobile device in their hands while drawing, their performance drastically decreased.",
keywords = "Depth perception, depth ordering, virtual tracing, 3D virtual tracing, Augmented Reality",
author = "Leo Gomba{\v c} and {{\v C}opi{\v c} Pucihar}, Klen and Matjaz Kljun and Paul Coulton and Jan Grbac",
note = "{\textcopyright} Author, 2016. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems http://dx.doi.org/10.1145/2851581.2892412; CHI 2016 ; Conference date: 07-05-2016 Through 12-05-2016",
year = "2016",
month = may,
day = "9",
doi = "10.1145/2851581.2892412",
language = "English",
isbn = "9781450340823",
pages = "1849--1856",
booktitle = "CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems",
publisher = "ACM",

}

RIS

TY - GEN

T1 - 3D virtual tracing and depth perception problem on mobile AR

AU - Gombač, Leo

AU - Čopič Pucihar, Klen

AU - Kljun, Matjaz

AU - Coulton, Paul

AU - Grbac, Jan

N1 - © Author, 2016. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems http://dx.doi.org/10.1145/2851581.2892412

PY - 2016/5/9

Y1 - 2016/5/9

N2 - Mobile Augmented Reality (AR) is most commonly implemented using a camera and a flat screen. Such implementation removes binocular disparity from users’ observation. To compensate, people use alternative depth cues (e.g. depth ordering). However, these cues may also get distorted in certain AR implementations, creating depth distortion. One such example is virtual tracing — creating a physical sketch on a 2D or 3D object given a virtual image on a mobile device. When users’ hands and drawn contours are introduced to the scene, the rendering of the virtual contour with the correct depth order is difficult as it requires real time scene reconstruction. In this paper we explore how depth distortion affects 3D virtual tracing by implementing a first of its kind 3D virtual tracing prototype and run an observational study. Contrary to our initial expectations, drawing performance exceeded our expectations suggesting that the lack of visual depth cues, whilst 3D virtual tracing, is not as important as initially expected. We attributed this to the positive impact of proprioception on drawing performance enhanced by holding the object in hand while drawing. As soon as the participants were asked to hold the mobile device in their hands while drawing, their performance drastically decreased.

AB - Mobile Augmented Reality (AR) is most commonly implemented using a camera and a flat screen. Such implementation removes binocular disparity from users’ observation. To compensate, people use alternative depth cues (e.g. depth ordering). However, these cues may also get distorted in certain AR implementations, creating depth distortion. One such example is virtual tracing — creating a physical sketch on a 2D or 3D object given a virtual image on a mobile device. When users’ hands and drawn contours are introduced to the scene, the rendering of the virtual contour with the correct depth order is difficult as it requires real time scene reconstruction. In this paper we explore how depth distortion affects 3D virtual tracing by implementing a first of its kind 3D virtual tracing prototype and run an observational study. Contrary to our initial expectations, drawing performance exceeded our expectations suggesting that the lack of visual depth cues, whilst 3D virtual tracing, is not as important as initially expected. We attributed this to the positive impact of proprioception on drawing performance enhanced by holding the object in hand while drawing. As soon as the participants were asked to hold the mobile device in their hands while drawing, their performance drastically decreased.

KW - Depth perception

KW - depth ordering

KW - virtual tracing

KW - 3D virtual tracing

KW - Augmented Reality

U2 - 10.1145/2851581.2892412

DO - 10.1145/2851581.2892412

M3 - Conference contribution/Paper

SN - 9781450340823

SP - 1849

EP - 1856

BT - CHI EA '16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems

PB - ACM

CY - New York

T2 - CHI 2016

Y2 - 7 May 2016 through 12 May 2016

ER -