Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Contact-view
T2 - Proceedings of International Symposium on Mixed and Augmented Reality 2014
AU - Čopič Pucihar, Klen
AU - Coulton, Paul
PY - 2014/9/10
Y1 - 2014/9/10
N2 - 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.
AB - 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.
KW - Augmented reality
KW - mobile
KW - dual view
KW - magic lens
U2 - 10.1109/ISMAR.2014.6948458
DO - 10.1109/ISMAR.2014.6948458
M3 - Conference contribution/Paper
SN - 9781479961849
SP - 297
EP - 298
BT - Proceedings of International Symposium on Mixed and Augmented Reality 2014
PB - IEEE
CY - Piscataway, N.J.
Y2 - 10 September 2014 through 12 September 2014
ER -