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

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

Published

Standard

Contact-view: a magic-lens paradigm designed to solve the dual-view problem. / Čopič Pucihar, Klen; Coulton, Paul.
Proceedings of International Symposium on Mixed and Augmented Reality 2014. Piscataway, N.J.: IEEE, 2014. p. 297-298.

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

Harvard

Čopič Pucihar, K & Coulton, P 2014, Contact-view: a magic-lens paradigm designed to solve the dual-view problem. in Proceedings of International Symposium on Mixed and Augmented Reality 2014. IEEE, Piscataway, N.J., pp. 297-298, Proceedings of International Symposium on Mixed and Augmented Reality 2014, Munich, Germany, 10/09/14. https://doi.org/10.1109/ISMAR.2014.6948458

APA

Čopič Pucihar, K., & Coulton, P. (2014). Contact-view: a magic-lens paradigm designed to solve the dual-view problem. In Proceedings of International Symposium on Mixed and Augmented Reality 2014 (pp. 297-298). IEEE. https://doi.org/10.1109/ISMAR.2014.6948458

Vancouver

Čopič Pucihar K, Coulton P. Contact-view: a magic-lens paradigm designed to solve the dual-view problem. In Proceedings of International Symposium on Mixed and Augmented Reality 2014. Piscataway, N.J.: IEEE. 2014. p. 297-298 doi: 10.1109/ISMAR.2014.6948458

Author

Čopič Pucihar, Klen ; Coulton, Paul. / Contact-view : a magic-lens paradigm designed to solve the dual-view problem. Proceedings of International Symposium on Mixed and Augmented Reality 2014. Piscataway, N.J. : IEEE, 2014. pp. 297-298

Bibtex

@inproceedings{7b7dc48569964e06be8f2ee0dd5de13a,
title = "Contact-view: a magic-lens paradigm designed to solve the dual-view problem",
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 {\textquoteleft}contact-view{\textquoteright}. 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.",
keywords = "Augmented reality, mobile, dual view, magic lens",
author = "{{\v C}opi{\v c} Pucihar}, Klen and Paul Coulton",
year = "2014",
month = sep,
day = "10",
doi = "10.1109/ISMAR.2014.6948458",
language = "English",
isbn = "9781479961849",
pages = "297--298",
booktitle = "Proceedings of International Symposium on Mixed and Augmented Reality 2014",
publisher = "IEEE",
note = "Proceedings of International Symposium on Mixed and Augmented Reality 2014 ; Conference date: 10-09-2014 Through 12-09-2014",

}

RIS

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 -