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The Office of the Future: A Unified Approach to Image-Based Modeling and Spatially Immersive Displays
- In SIGGRAPH 98 Conference Proceedings
, 1998
"... We introduce ideas, proposed technologies, and initial results for an office of the future that is based on a unified application of computer vision and computer graphics in a system that combines and builds upon the notions of the CAVE™, tiled display systems, and image-based modeling. The basic id ..."
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Cited by 352 (28 self)
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We introduce ideas, proposed technologies, and initial results for an office of the future that is based on a unified application of computer vision and computer graphics in a system that combines and builds upon the notions of the CAVE™, tiled display systems, and image-based modeling. The basic idea is to use real-time computer vision techniques to dynamically extract per-pixel depth and reflectance information for the visible surfaces in the office including walls, furniture, objects, and people, and then to either project images on the surfaces, render images of the surfaces, or interpret changes in the surfaces. In the first case, one could designate every-day (potentially irregular) real surfaces in the office to be used as spatially immersive display surfaces, and then project high-resolution graphics and text onto those surfaces. In the second case, one could transmit the dynamic image-based
QuickSet: Multimodal Interaction for Distributed Applications
, 1997
"... This paper presents an emerging application of multimodal interface research to distributed applications. We have developed the QuickSet prototype, a pen/voice system running on a hand-held PC, communicating via wireless LAN through an agent architecture to a number of systems, including NRaD's ..."
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Cited by 289 (35 self)
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This paper presents an emerging application of multimodal interface research to distributed applications. We have developed the QuickSet prototype, a pen/voice system running on a hand-held PC, communicating via wireless LAN through an agent architecture to a number of systems, including NRaD's LeatherNet system, a distributed interactive training simulator built for the US Marine Corps. The paper describes the overall system architecture, a novel multimodal integration strategy offering mutual compensation among modalities, and provides examples of multimodal simulation setup. Finally, we discuss our applications experience and evaluation.
The KidsRoom: Perceptually-Based Interactive and Immersive Story Environment
- PRESENCE
, 1999
"... The KidsRoom is a perceptually-based, interactive, narrative playspace for children. Images, music, narration, light, and sound effects are used to transform a normal child's bedroom into a fantasy land where children are guided through a reactive adventure story. The fully automated system was ..."
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Cited by 174 (17 self)
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The KidsRoom is a perceptually-based, interactive, narrative playspace for children. Images, music, narration, light, and sound effects are used to transform a normal child's bedroom into a fantasy land where children are guided through a reactive adventure story. The fully automated system was designed with the following goals: (1) to keep the focus of user action and interaction in the physical and not virtual space; (2) to permit multiple, collaborating people to simultaneously engage in an interactive experience combining both real and virtual objects; (3) to use computer-vision algorithms to identify activity in the space without requiring the participants to wear any special clothing or devices; (4) to use narrative to constrain the perceptual recognition, and to use perceptual recognition to allow participants to drive the narrative; and (5) to create a truly immersive and interactive room environment. We believe the KidsRoom is the first multi-person, fully-automated, interactive, narrative environment ever constructed using non-encumbering sensors. This paper describes the KidsRoom, the technology that makes it work, and the issues that were raised during the system's development.
blue-c: A Spatially Immersive Display and 3D Video Portal for Telepresence
- ACM Transactions on Graphics
, 2003
"... We present blue-c, a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a CAVE^TM-like environment, creating the impression of total immersio ..."
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Cited by 124 (19 self)
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We present blue-c, a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a CAVE^TM-like environment, creating the impression of total immersion. The blue-c portal currently consists of three rectangular projection screens that are built from glass panels containing liquid crystal layers. These screens can be switched from a whitish opaque state (for projection) to a transparent state (for acquisition), which allows the video cameras to "look through" the walls. Our projection technology is based on active stereo using two LCD projectors per screen. The projectors are synchronously shuttered along with the screens, the stereo glasses, active illumination devices, and the acquisition hardware. From multiple video streams, we compute a 3D video representation of the user in real time. The resulting video inlays are integrated into a networked virtual environment. Our design is highly scalable, enabling blue-c to connect to portals with less sophisticated hardware.
A Distributed Graphics System for Large Tiled Displays
- Proceedings of Visualization ‘99, IEEE
, 1999
"... Recent interest in large displays has led to renewed development of tiled displays, which are comprised of several individual displays arranged in an array and used as one large logical display. Stan-ford’s “Interactive Mural ” is an example of such a display, using an overlapping four by two array ..."
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Cited by 111 (3 self)
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Recent interest in large displays has led to renewed development of tiled displays, which are comprised of several individual displays arranged in an array and used as one large logical display. Stan-ford’s “Interactive Mural ” is an example of such a display, using an overlapping four by two array of projectors that back-project onto a diffuse screen to form a 6 ’ by 2 ’ display area with a resolution of over 60 dpi. Writing software to make effective use of the large display space is a challenge because normal window system inter-action metaphors break down. One promising approach is to switch to immersive applications; another approach, the one we are inves-tigating, is to emulate office, conference room or studio environ-ments which use the space to display a collection of visual material to support group activities. In this paper we describe a virtual graphics system that is de-signed to support multiple simultaneous rendering streams from both local and remote sites. The system abstracts the physical num-ber of computers, graphics subsystems and projectors used to create the display. We provide performance measurements to show that the system scales well and thus supports a variety of different hard-ware configurations. The system is also interesting because it uses transparent “layers, ” instead of windows, to manage the screen. 1
The Two-User Responsive Workbench: Support for Collaboration Through Individual Views of a Shared Space
, 1997
"... We present the two-user Responsive Workbench: a projectionbased virtual reality system that allows two people to simultaneously view individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of both users and computes four images - one for each eye of each p ..."
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Cited by 106 (3 self)
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We present the two-user Responsive Workbench: a projectionbased virtual reality system that allows two people to simultaneously view individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of both users and computes four images - one for each eye of each person. To display the four images as two stereo pairs, we must ensure each image is correctly presented to the appropriate eye. We describe a hardware solution to this display problem as well as registration and calibration procedures. These procedures ensure that when two users point to the same location on a virtual object, their fingers will physically touch. Since the stereo pairs are independent, we have the option of displaying specialized views of the shared virtual environment to each user. We present several scenarios in which specialized views might be useful. CR Categories and Subject Descriptors: I.3.7 [Computer graphics]: Virtual Reality, I.3.1 [Computer graphics]: ThreeDimensi...
Two-Handed Direct Manipulation on the Responsive Workbench
- IN: SI3D ’97: PROCEEDINGS OF THE 1997 SYMPOSIUM ON INTERACTIVE 3D GRAPHICS
, 1997
"... We have built a system that allows users to naturally manipulate virtual 3D models with both hands on the Responsive Workbench, a tabletop VR device. Our design is largely based upon Guiard's observations of how humans distribute work between the two hands in the real world. We show how to appl ..."
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Cited by 105 (3 self)
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We have built a system that allows users to naturally manipulate virtual 3D models with both hands on the Responsive Workbench, a tabletop VR device. Our design is largely based upon Guiard's observations of how humans distribute work between the two hands in the real world. We show how to apply these principles for the workbenchenvironment and describe many issues encountered during the design. We first develop a framework for two-handed interaction and then explore a variety of two-handed 3D tools and interactive techniques. Related issues include how constraints are implemented and controlled by the two hands and how transitions between one-handedandtwo-handed tasks occur seemlessly. Informal observations of the system in practice show that users can perform navigation and manipulation tasks easily and with little training using the two-handed environment. One of our interesting findings was that users often performed two-handed manipulations by combining two otherwise independent one-handed tools in a synergistic fashion. In these cases, we did not program two-handed behaviors explicitly into the system; instead they emerged naturally.
Immersive virtual environment technology as a basic research tool in psychology.
- Behavior Research Methods, Instruments, & Computers,
, 1999
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