| Krueger, M.W., Artificial Reality II, Addison-Wesley, 1990. |
....about the environment can be provided to users. For instance, if the computer in the library knows where the books are located, it can help a user to find them. So far such applications have been explored in the context of augmented reality, mostly through the use of semi transparent goggles [11, 12]. However, Fig. 9. Augmented reality applications of Everywhere Displays: 1)an electronic phone directory is projected close to the phone; 2) the database corresponding to a file cabinet is accessed directly from the top of the cabinet; 3) a localization system points to the position of an ....
Krueger, M. W.:Artificial Reality II. Addison-Wesley. (1990).
....frame (right) shows a 3 D model reconstructed from blob statistics alone (with contour shape ignored) Pfinder is descended from a variety of interesting experiments in human computer interface and computer mediated communication. Initial exploration into this space of applications was by Krueger [7], who showed that even 2 D binary vision processing of the human form can be used as an interesting interface. Pfinder goes well beyond these systems by providing a detailed level of analysis impossible with primitive binary vision. 13] Pfinder uses a stochastic approach to detection and tracking ....
M. W. Krueger. Artificial Reality II. Addison Wesley, 1990.
....Figure 1 shows two prototypes of ED projectors built with off the shelf components rotating mirrors used in theatrical discotheque lighting, steerable cameras and LCD projectors. The use of projection systems to augment reality has been demonstrated by researchers in many different situations [7, 8, 10, 11, 13, 14, 16]. However, these systems were constrained to a fixed projector that could only project information on a limited area of an environment. Projected images can become interactive by using a vision system to detect the users hand gestures [2] moving objects [11] or the users body position [6] ....
Krueger, M.W., Artificial Reality II. 1990: Addison-Wesley.
....such as vases and architectural models. Although our system does not currently track moving surfaces as in the former example, or project onto 3D objects as the latter, it can clearly incorporate both features in future versions. Deviceless interaction with projections was pioneered by Krueger [12], using camera based systems to detect the users hand and body. The fact that most vision techniques put strict constraints on lighting conditions and on the background surfaces has restricted the use of these systems to entertainment applications such as Keays and McNeil s metaField [13] To ....
Krueger, M.W., Artificial Reality II. 1990: Addison-Wesley.
....interface that accepts gestures directly and can accept any objects the user chooses as interactors. In this paper, we apply our goal to workbenches, large tables that serve simultaneously as projection displays and as interaction surfaces. Demonstrated by Myron Krueger as early as the 1980 s [15], and later refined and commercialized byWolfgang Krueger et al. in 1995 [16] they are now widely used in virtual reality (VR) and visualization applications. Computer vision can provide the basis for untethered interaction because it is flexible, unobtrusive, and allows direct Correspondence ....
....a useful input technology for virtual reality. We will examine performance requirements and show how our system is optimized to meet them. 2 Related work While the Perceptive Workbench [20] is unique in its ability to interact with the physical world, it has a rich heritage of related work [1,15,16,24,27,35,36,38,44]. Many augmented desk and virtual reality designs use tethered props, tracked by electromechanical or ultrasonic means, to encourage interaction through gesture and manipulation of objects [1,3,27,33, 38] Such designs tether the user to the desk and require the time consuming ritual of donning ....
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Krueger M (1991) Artificial Reality II. Addison-Wesley, New York
....two or more objects simultaneously, and can also detect human bodies or physical objects other than fingers. The LiveBoard [1] is a pen sensitive projection display designed as a computerized white board. Unlike the HoloWall, it requires a special IR emitting pen for interaction. VIDEOPLACE [4] is an artistic installation using a video camera that lets a visitor interact with the environment using his her body. ALIVE [5] is also a vision based interactive environments. The visitor manipulates computer objects by means of their own silhouette, so the interaction is indirect as compared ....
M. W. Krueger. Artificial Reality II. Addison-Wesley, 1990.
....might bring to that environment. However, considering recent trends in mobile computing, it would be more practical to support dynamic connections between mobile and pre installed computers. There are several systems that project digital information onto the surface of a physical desk. VIDEODESK[4] consists of a light table and a video camera. The user can interact with the other participant s silhouette projected onto the table. DigitalDesk [21, 22] allows interactions between printed documents and digital information projected on a desk. A recent version of the DigitalDesk series also ....
Myron W. Krueger. Artificial Reality II. AddisonWesley, 1990.
....a useful input technology for virtual reality. We will examine performance requirements and show how our system is being optimized to meet them. 2 Related Work While the Perceptive Workbench [19] is unique in its ability to interact with the physical world, it has a rich heritage of related work [1,14,15,23,26,34,35,37,43]. Many augmented desk and virtual reality designs use tethered props, tracked by electromechanical or ultrasonic means, to encourage interaction through gesture and manipulation of objects [3,1,26,32, 2 Thad Starner et al. 37] Such designs tether the user to the desk and require the ....
....in infrared for full body 2D gesture recovery. Some augmented desks have cameras and projectors above the surface of the desk; they are designed to augment the process of handling paper or interact with models and widgets through the use of fiducials or barcodes [35,43] Krueger s VideoDesk [14], an early desk based system, uses an overhead camera and a horizontal visible light table to provide high contrast hand gesture input for interactions which are then displayed on a monitor on the far side of the desk. In contrast with the Perceptive Workbench, none of these systems address the ....
M. Krueger. Artificial Reality II. Addison-Wesley, 1991.
....are one of the simplest yet widely used features. Silhouettes can be easily extracted from local hand arm images in restricted background setups. In case of complex backgrounds, techniques such as color histogram analysis can be employed. In his VideoPlace, VideoDesk and Video Touch, Krueger [74, 75] uses silhouettes to analyze images and identify users body parts. Segen and Kumar [120] use some edge based techniques to extract from hand posture images, local features such as peaks and valleys. 8 Gestures are then classified based on these local features. Experiments conducted on a 3D ....
Myron Krueger. Artificial Reality II. Addison-Wesley, May 1991.
....3D spatial data structure; 3D position estimation; camera calibration for multiple camera images; virtual environments; computer vision techniques for 3D model building. 1. INTRODUCTION There are many major benefits to camera based techniques which make them desirable for virtual environments [1, 3]. One of the main benefits is that participants do not wear any encumbering tracking devices. However, camera based virtual environments must resolve 1 To whom correspondence should be addressed: Department of Computer Science, University of Colorado, Colorado Springs, CO, 80933 7150. Fax: ....
M. W. Krueger. Artificial Reality II, Addison--Wesley, Reading, MA, 1991.
....paradigm is not ideal for some scientific fields and that these disciplines would benefit from a different interaction metaphor. Kruger et al. adopted an interface design methodology that focuses on the user s perspective, similar to Myron Krueger s work on non immersive responsive environments [15]. After analyzing the working behavior of many different professions, it was noted that many workers tasks were centered around objects located on a desk, workbench or table. From this analysis, a semi immersive, projection based virtual environment known as the Responsive Workbench was designed. ....
Myron Krueger. Artificial Reality II. Addison-Wesly, Massachusetts, 1991.
....human sensing has received increasing attention in the past five years (see the proceedings [14, 1, 5] relatively little work has been done on identifying the perceptual requirements for functioning visionenabled user interfaces. A few notable exceptions are the pioneering work of Krueger [9], the Mandala Group [8] the Alive system [10] and a small body of work on gesturebased control for desktop and set top box environments (see [7] and the survey article [13] The following are trademarks of Digital Equipment Corporation: Alpha, DEC, DECtalk, and the DIGITAL logo. In ....
....a snapshot of the audience during the story telling experiment. 5. Previous Work There are two bodies of work which are closely related to our Smart Kiosk system. The first is investigations into vision based user interfaces for desktop computing [16] set top boxes [7] and virtual environments [9, 8, 19, 11, 10, 13]. In particular, the Alive system [10] and the works that preceded it [9, 8] employed vision sensing to allow users to interact with autonomous agents in a virtual environment. In contrast to the virtual environment scenario, the kiosk interface is embedded in the public environment of its ....
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M. Krueger. Artificial Reality II. Addison Wesley, 1990.
....requirements by integrating together hand segmentation, hand tracking and positioning, feature extraction and hand gesture recognition. 2. Related works Gesture recognition was first proposed by Myron W. Krueger as a new form of interaction between human and computer in the middle of seventies [3]. It has become a very important research area with the rapid development of computer hardware and vision systems in recent years. Hand gesture recognition is a user friendly and intuitive means for human to interact with computer or intelligent machines (e.g. robot, vehicle etc. Its research ....
Myron W.Krueger, Artificial Reality II, AddisonWesley, Reading, 1991.
....used by Zimmerman [189] 17 2.5 Polyshop employs two handed interaction with chord gloves [1] 18 2.6 Using a boom display and glove with the Virtual Wind Tunnel [25] 19 2. 7 Example VIDEODESK applications using two hands [104]. 20 2.8 Schmandt s stereoscopic workspace [142] 23 2.9 JDCAD configuration and cone selection technique [111] 24 2.10 The ring menu technique for 3D menu selection [111] 25 2.11 The 3Draw ....
....electric field transmitter: this has applications in mobile computing, for example. Since the technique relies only on electrical components, it has the potential to become a ubiquitous, cheap technology available as a PC plug in board. 2.3. 3 VIDEODESK and VIDEOPLACE Kreuger s VIDEODESK system [104] uses video cameras and image processing to track 2D hand position and to detect image features such as hand, finger, and thumb Chapter 2: Related Work 20 orientation. This approach reads to a rich vocabulary of simple, self revealing gestures such as pointing, dragging, or pinching which do not ....
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Krueger, M., Artificial Reality II, Addison-Wesley: Reading, MA, 1991.
....virtual environment. The resulting scene obtained by compositing video image of the participant and virtual environment is updated in near real time. 1 Introduction 1.1 Reflexive VR Using live video images of participants in a VR system is not a new idea. Since the remarkable work of Krueger[3], couple of similar applications have been developed in both entertainment [8] 9] and academic domains[4] The advancement of image processing and computer graphics technologies enabled these Reflexive VR systems to shift to more realistic 3 dimensional virtual world and richer interactions. In ....
....resolution and limited interaction. Due to the characteristics of reflexive VR, application areas such as LBE and computer generated studios in broadcasting are considered suitable and promising. This work was supported partially by Center for AI Research, KAIST 1. 2 Related works In Videoplace[3],the first attempt to realize the idea of reflexive VR, Krueger demonstrated the potentials of reflexive VR as a new communication media. The participants were self represented by their silhouettes, and the underlying virtual environment(VE) was a flat, two dimensional space inhabited by simple ....
Myron W. Krueger, Artificial Reality II, Addison-Wesley, 1990.
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Krueger, M.W., Artificial Reality II, Addison-Wesley, 1990.
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Myron W. Krueger. Artificial Reality II. Addison-Wesley, Reading, MA, 1991. ISBN 0-201-52260-8.
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Myron W. Krueger. Artificial Reality II. AddisonWesley, 1990.
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Krueger, M., Artificial Reality II. 1991: Addison-Wesley.
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Krueger, Myron W. Artificial Reality II. Addison-Wesley Publishing Company, New York, 1991.
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Krueger, M. W. Artificial Reality II. Addison Wesley. 1990.
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Krueger, M. W. (1991) Artificial Reality II. Addison.
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MW Krueger. Artificial Reality II. Addison Wesley Publishing Company, Reading, MA, pp 1-277, 1991.
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Krueger, M. W. (1991) Artificial Reality II. Addison Wesley.
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Myron W. Krueger. Artificial Reality II. Addison-Wesley, Reading, MA, 1991.
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