Visual Computing in Virtual Environments

Total Page:16

File Type:pdf, Size:1020Kb

Visual Computing in Virtual Environments +0 ( 1(2 3 & 1 & 2 0 %' % " ! "+ "-.// -../'-.//0 & # %'( %%)%* + #%' %& , ! "#$$% %%$ Abstract his thesis covers research on new and alternative ways of inter- action with computers. Virtual Reality and multi touch setups Tare discussed with a focus on three dimensional rendering and photographic applications in the field of Computer Graphics. Virtual Reality (VR) and Virtual Environments (VE) were once thought to be the future interface to computers. However, a lot of problems prevent an everyday use. This work shows solutions to some of the problems and discusses remaining issues. Hardware for Virtual Reality is diverse and many new devices are still being developed. An overview on historic and current devices and VE setups is given and our setups are described. The DAVE, an immersive projection room, and the HEyeWall Graz, a large high resolution display with multi touch input are presented. Available processing power and in some parts rapidly decreasing prices lead to a continuous change of the best choice of hardware. A major influence of this choice is the application. VR and multi touch setups often require sensing or tracking the user, optical tracking being a common choice. Hardware and software of an optical 3D marker tracking and an optical multi touch system are explained. The Davelib, a software framework for rendering 3D models in Virtual Environments is presented. It allows to easily port existing 3D appli- cations to immersive setups with stereoscopic rendering and head tracking. Display calibration and rendering issues that are special to VR setups are explained. User interfaces for navigation and manipu- lation are described, focusing on interaction techniques for the DAVE and for multi touch screens. Intuitive methods are shown that are easy to learn and use, even for computer illiterates. Exemplary appli- cations demonstrate the potential of immersive and non-immersive setups, showing which applications can most benefit from Virtual En- vironments. Also, some image processing applications in the area of computational photography are explained, that help to better depict the captured scene. ii ABSTRACT Contents Abstract ii 1 Introduction 2 1.1 Motivation ......................... 3 1.2 Covered Work . .................... 4 1.3 Virtual Environments and Virtual Reality . ..... 4 1.4 Computational Photography and Image Processing . 5 2 Hardware Devices 6 2.1 HardwareOverview................... 8 2.2 Virtual Environment Setups . ............ 19 2.3 Custom Devices . .................... 30 3 Input: Optical Tracking 44 3.1 3D Marker Tracking ................... 46 3.2 Multi Touch Tracking .................. 67 3.3 Miscellaneous . .................... 78 4 Output: Image Rendering 82 4.1 Related Work . .................... 84 4.2 Davelib: A VR Framework . ............. 91 4.3 Frequency Split Display .................108 5 User Interaction 118 5.1 Interaction in the DAVE .................120 5.2 Interaction on the HEyeWall . .............129 5.3 Touch Screen Interaction .................130 5.4 Miscellaneous . ....................141 6 Applications 146 6.1 Related Work . ....................148 6.2 Non-Immersive Applications . .............150 6.3 Immersive 3D Applications . .............174 7 Conclusion 201 7.1 Accomplishments . ....................202 7.2 Contributions and Benefit . .............202 7.3 Limitations ........................203 7.4 Future Work ........................206 A Publications and Collaborations 207 A.1 Publications ........................208 A.2 Supervising Activities and Collaborations . .....209 References 212 Index 222 CONTENTS iii Acknowledgements arts of the work for this thesis were done at ENSIMAG at the INPG, Grenoble, France in 2001-2002, the Computer Graphics lab of Braunschweig University of Technology, Germany in P2002-2004 and the HITLabNZ at the University of Canterbury, New Zealand in 2004-2005. The majority however was done at the CGV at the Graz University of Technology, Austria in 2005-2011. I thank my colleagues for collaboration and support. Fruitful discussions and talks with members of the neighboring ICG were helpful and interesting. I thank my parents for their loving support as well as my girlfriend and friends for their understanding of my priorities for work, especially in the last year of this thesis. Finally, I thank my supervisors for advice and everyone involved in taking care of funding and administration. The author. Photo courtesy of Oliver Sacherer. 1 Introduction desktop PC with keyboard and mouse is certainly quite uni- versal. However, it is easy to see that for some tasks, it is A not the best interface. Computing power has increased a lot in the past decades, but user interfaces have hardly changed. This well known finding among Human Computer Interaction (HCI) re- searchers has led to a number of user interface concepts for specific purposes. This thesis focuses on the display and interaction of 3D content. How can visual perception of 3D data be improved? How is immersion into a virtual world possible? How can a user explore, navigate and ma- nipulate the data in the best way? Which hardware is necessary? The content of this work shows steps on the way to answer these questions. 1.1 Motivation . ......................... 3 1.2 Covered Work ......................... 4 1.3 Virtual Environments and Virtual Reality ......... 4 1.4 Computational Photography and Image Processing . 5 2 1. INTRODUCTION 1.1 MOTIVATION Users can comfortably work or play on a PC for many hours using a mouse and a keyboard. In most 2D and 3D applications, tasks can be accomplished quickly and precisely. Complex graphical user inter- faces (GUIs) are possible and there are standard GUI elements such as text input fields or scroll bars that are commonly known. Especially pushed by the games industry, normal PCs are nowadays equipped with powerful 3D graphics hardware, developed and optimized for real-time rendering of shaded and textured triangle meshes. Limitations of Conventional Desktop Setups. Many of such ap- plications are or at least seem to be complex to novice users. The inhibition threshold may be too high, especially for people with lim- ited experience with PCs. They may be overwhelmed by the interface and be afraid not to be able to use the system or even to break some- thing. Capabilities of the programs are unclear and the interaction is often indirect and limited. Players of 3D games can be observed instinctively moving their head sideways in order to look around a corner, without the computer reacting on this subconscious request by the user. Two dimensional interfaces for three dimensional worlds lack a degree of freedom, resulting in a less intuitive control. Also, the interaction is performed dislocated from the displayed content, requiring a further indirection. Immersion, the sense of feeling to really be in a virtual world or 3D scene, is also limited. A very limited field of view and the lack of parallax and stereoscopic effects only allow a low level of spatial immersion. Novel User Interfaces. For suited applications, we would like to immerse in 3D worlds, exploring and modifying them in an easy way, even for computer illiterates. We would also like to interact with large amounts of data for non-immersive applications in an intuitive way. Imaginative concepts for natural interaction in public spaces are given by Valli in [Val07], such as technology enhanced spaces that react on a user, provoking spontaneous interactions. A large variety of different devices exists, but how can they be used best? We tried out many different setups and applications in order to understand and analyze problems and find similarities to develop generalized solutions. Computational Photography. In digital photography, the images are often still used like in analog film photography. However, with the help of image processing, some hardware restrictions can be bypassed by using multiple photos, usually taken with different settings. This area of Computational Photography slowly makes its way to the common users, panoramic image stitching being a good example. We would like to explore more of these new ways to make additional use of digital photos. 1.1. MOTIVATION 3 Contributions. This work presents three major contributions on the way to fulfill these goals: • Hardware and software developments for the DAVE, an immer- sive environment. • The HEyeWall Graz, a large high resolution multi touch screen. • Improvements for applications in the area of Computational Photography. 1.2 COVERED WORK Figure 1.1: The basic components of a Virtual Environment. All of these aspects are covered in the following chapters. The subjects illustrated in the figure above represent the building blocks of Virtual Environments and related applications. They are covered in the following chapters, but first, introductions to Virtual Reality and Computational Photography are given. 1.3 VIRTUAL ENVIRONMENTS AND VIRTUAL REALITY The term ’Virtual Reality’ appeared in the 1930ies, meaning a fictional world, later also described with cyberspace. Only for about 20 years it is also used for its second and now more common scientific meaning. Similar to the term robot, high expectations raised by science fiction literature and movies led to blatant misconceptions in the public, concerning the actual capabilities of VR. But also in science the term is fuzzy, as illustrated in the figure below. Figure 1.2: The virtuality continuum. Many varieties of mixed setups
Recommended publications
  • A Review About Augmented Reality Tools and Developing a Virtual Reality Application
    Academic Journal of Science, CD-ROM. ISSN: 2165-6282 :: 03(02):139–146 (2014) $5(9,(:$%287$8*0(17('5($/,7<722/6$1' '(9(/23,1*$9,578$/5($/,7<$33/,&$7,21%$6('21 ('8&$7,21 0XVWDID8ODVDQG6DID0HUYH7DVFL )LUDW8QLYHULVLW\7XUNH\ Augmented Reality (AR) is a technology that gained popularity in recent years. It is defined as placement of virtual images over real view in real time. There are a lot of desktop applications which are using Augmented Reality. The rapid development of technology and easily portable mobile devices cause the increasing of the development of the applications on the mobile device. The elevation of the device technology leads to the applications and cause the generating of the new tools. There are a lot of AR Tool Kits. They differ in many ways such as used methods, Programming language, Used Operating Systems, etc. Firstly, a developer must find the most effective tool kits between them. This study is more of a guide to developers to find the best AR tool kit choice. The tool kit was examined under three main headings. The Parameters such as advantages, disadvantages, platform, and programming language were compared. In addition to the information is given about usage of them and a Virtual Reality application has developed which is based on Education. .H\ZRUGV Augmented reality, ARToolKit, Computer vision, Image processing. ,QWURGXFWLRQ Augmented reality is basically a snapshot of the real environment with virtual environment applications that are brought together. Basically it can be operated on every device which has a camera display and operation system.
    [Show full text]
  • The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game
    The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game Marcello A. Gómez Maureira LIACS, Leiden University Niels Bohrweg 1, Leiden, The Netherlands [email protected] Fons Verbeek LIACS, Leiden University Niels Bohrweg 1, Leiden, The Netherlands [email protected] ABSTRACT This exploratory case study looks at the scenario of virtual reality (VR) gaming in a so- cial setting. We raise the question whether game experience and social presence (measured through a questionnaire) are impacted by physically separating players versus co-located play. We asked 34 participants to play a two-player VR game using head mounted displays in which they shared a virtual environment. We compared two conditions: 1) playing in the same physical space, allowing direct communication between players and 2) playing in separated rooms, with communication via intercom. Our results indicate no differences between the two testing conditions. Based on this, we conclude that current VR technology can facilitate a multi-user game experience, played from separate locations, that is experi- enced as if it were played co-located. We see the outcome of the study as an encouragement for designers to involve social elements in online, multi-user VR games. Keywords virtual reality games, social gaming, multiplayer gaming, head mounted displays, player incorporation INTRODUCTION Digital games have spearheaded a wide range of technological advances, frequently fo- cusing on advancing visual aesthetics and novel interfaces as a way to immerse people in experiences that designers have crafted for them. One of the most recent trends in digital game technology is the use of virtual reality (VR) devices.
    [Show full text]
  • Augmented Reality Glasses State of the Art and Perspectives
    Augmented Reality Glasses State of the art and perspectives Quentin BODINIER1, Alois WOLFF2, 1(Affiliation): Supelec SERI student 2(Affiliation): Supelec SERI student Abstract—This paper aims at delivering a comprehensive and detailled outlook on the emerging world of augmented reality glasses. Through the study of diverse technical fields involved in the conception of augmented reality glasses, it will analyze the perspectives offered by this new technology and try to answer to the question : gadget or watershed ? Index Terms—augmented reality, glasses, embedded electron- ics, optics. I. INTRODUCTION Google has recently brought the attention of consumers on a topic that has interested scientists for thirty years : wearable technology, and more precisely ”smart glasses”. Howewer, this commercial term does not fully take account of the diversity and complexity of existing technologies. Therefore, in these lines, we wil try to give a comprehensive view of the state of the art in different technological fields involved in this topic, Fig. 1. Different kinds of Mediated Reality for example optics and elbedded electronics. Moreover, by presenting some commercial products that will begin to be released in 2014, we will try to foresee the future of smart augmented reality devices and the technical challenges they glasses and their possible uses. must face, which include optics, electronics, real time image processing and integration. II. AUGMENTED REALITY : A CLARIFICATION There is a common misunderstanding about what ”Aug- III. OPTICS mented Reality” means. Let us quote a generally accepted defi- Optics are the core challenge of augmented reality glasses, nition of the concept : ”Augmented reality (AR) is a live, copy, as they need displaying information on the widest Field Of view of a physical, real-world environment whose elements are View (FOV) possible, very close to the user’s eyes and in a augmented (or supplemented) by computer-generated sensory very compact device.
    [Show full text]
  • Vuzix Corporation Annual Report 2021
    Vuzix Corporation Annual Report 2021 Form 10-K (NASDAQ:VUZI) Published: March 15th, 2021 PDF generated by stocklight.com UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ☑ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2020 ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Commission file number: 001-35955 Vuzix Corporation ( Exact name of registrant as specified in its charter ) Delaware 04-3392453 (State of incorporation) (I.R.S. employer identification no.) 25 Hendrix Road West Henrietta, New York 14586 (Address of principal executive office) (Zip code) (585) 359-5900 (Registrant’s telephone number including area code) Securities registered pursuant to Section 12(b) of the Act: Title of each class: Trading Symbol(s) Name of each exchange on which registered Common Stock, par value $0.001 VUZI Nasdaq Capital Market Securities registered pursuant to Section 12(g) of the Act: None. Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ◻ No þ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Exchange Act. Yes ◻ No þ Indicate by check mark whether the registrant: (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.
    [Show full text]
  • Advances in Artificial Reality and Tele-Existence
    R. Liang, Z. Pan, A. Cheok, M. Haller, R.W.H. Lau, H. Saito (Eds.) Advances in Artificial Reality and Tele-Existence 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, Hangzhou, China, November 28 - December 1, 2006, Proceedings Series: Information Systems and Applications, incl. Internet/Web, and HCI, Vol. 4282 This book constitutes the refereed proceedings of the 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, held in Hangzhou, China in November/ December 2006. The 138 revised full papers presented were carefully reviewed and selected from a total of 523 submissions. The papers are organized in topical sections on anthropomorphic intelligent robotics, artificial life, augmented reality, mixed reality, distributed and collaborative VR system, haptics, human factors of VR, innovative applications of VR, motion tracking, real time computer simulation, tools and technique for modeling VR systems, ubiquitous/wearable computing, virtual heritage, virtual medicine and health science, virtual reality, as well as VR interaction and navigation techniques. 2006, XLVI, 1350 p. In 2 volumes, not available separately. Printed book Softcover ▶ 159,99 € | £144.00 | $219.00 ▶ *171,19 € (D) | 175,99 € (A) | CHF 213.21 eBook Available from your bookstore or ▶ springer.com/shop MyCopy Printed eBook for just ▶ € | $ 24.99 ▶ springer.com/mycopy Order online at springer.com ▶ or for the Americas call (toll free) 1-800-SPRINGER ▶ or email us at: [email protected]. ▶ For outside the Americas call +49 (0) 6221-345-4301 ▶ or email us at: [email protected]. The first € price and the £ and $ price are net prices, subject to local VAT. Prices indicated with * include VAT for books; the €(D) includes 7% for Germany, the €(A) includes 10% for Austria.
    [Show full text]
  • Evaluation of Virtual Reality Tracking Systems Underwater
    International Conference on Artificial Reality and Telexistence Eurographics Symposium on Virtual Environments (2019) Y. Kakehi and A. Hiyama (Editors) Evaluation of Virtual Reality Tracking Systems Underwater Raphael Costa1,Rongkai Guo2,and John Quarles1 1University of Texas at San Antonio, USA 2Kennesaw State University, USA Abstract The objective of this research is to compare the effectiveness of various virtual reality tracking systems underwater. There have been few works in aquatic virtual reality (VR) - i.e., VR systems that can be used in a real underwater environment. Moreover, the works that have been done have noted limitations on tracking accuracy. Our initial test results suggest that inertial measurement units work well underwater for orientation tracking but a different approach is needed for position tracking. Towards this goal, we have waterproofed and evaluated several consumer tracking systems intended for gaming to determine the most effective approaches. First, we informally tested infrared systems and fiducial marker based systems, which demonstrated significant limitations of optical approaches. Next, we quantitatively compared inertial measurement units (IMU) and a magnetic tracking system both above water (as a baseline) and underwater. By comparing the devices’ rotation data, we have discovered that the magnetic tracking system implemented by the Razer Hydra is approximately as accurate underwater as compared to a phone-based IMU. This suggests that magnetic tracking systems should be further explored as a possibility
    [Show full text]
  • Morton Heilig, Through a Combination of Ingenuity, Determination, and Sheer Stubbornness, Was the First Person to Attempt to Create What We Now Call Virtual Reality
    Morton Hei Iig "The [in em a of the Future" << 2 2 >> (1955) ;!fo11o11 Hdlir;. Sens<muna. Cuuri<S_) oJS1o11 Fi1lur. "Thus, individually and collectively, by thoroughly applying the methodology of art, the cinema of the future will become the first art form to reveal the new scientific world to man in the .full sensual vividness and dynamic vitality of his consciousness." 239 240 Horton Heilig << Morton Heilig, through a combination of ingenuity, determination, and sheer stubbornness, was the first person to attempt to create what we now call virtual reality. In the 1 950s it occurred to him that all the sensory splendor of life could be simulated with "reality machines." Heilig was a Hollywood cinematographer, and it was as an extension of cinema that he thought such a machine might be achieved. With his inclination, albeit amateur, toward the ontological aspirations of science, He ilig proposed that an artist's expressive powers would be enhanced by a scientific understanding of the senses and perception. His premise was sim­ ple but striking for its time: if an artist controlled the multisensory stimulation of the audience, he could provide them with the illusion and sensation of first­ person experience, of actually " being there." Inspired by short-Jived curiosities such as Cinerama and 3-D movies, it oc­ curred to Heilig that a logical extension of cinema would be to immerse the au­ dience in a fabricated world that engaged all the senses. He believed that by expanding cinema to involve not only sight and sound but also taste, touch, and smell, the traditional fourth wal l of film and theater would dissolve, transport­ ing the audience into an inhabitable, virtual world; a kind of "experience theater." Unable to find support in Hollywood for his extraordinary ideas, Heilig moved to Mexico City In 1954, finding himself in a fertile mix of artists, filmmakers, writers, and musicians.
    [Show full text]
  • Virtual and Augmented Reality Applications in Medicine And
    OPEN ACCESS Freely available online iology: C ys ur h re P n t & R y e Anatomy & Physiology: s m e o a t r a c n h A ISSN: 2161-0940 Current Research Reie Article Virtual and Augmented Reality Applications in Medicine and Surgery- The Fantastic Voyage is here Wayne L Monsky1*, Ryan James2, Stephen S Seslar3 1Division of Interventional Radiology, Department of Radiology, University of Washington Medical Center, Washington, USA; 2Department of Biomedical Informatics and Medical Education, University of Washington, Seattle, Washington, USA; 3Division of Pediatric Cardiology, Department of Pediatrics, Seattle Children's Hospital, University of Washington, Seattle, WA, USA ABSTRACT Virtual Reality (VR), Augmented Reality (AR) and Head Mounted Displays (HMDs) are revolutionizing the way we view and interact with the world, affecting nearly every industry. These technologies are allowing 3D immersive display and understanding of anatomy never before possible. Medical applications are wide-reaching and affect every facet of medical care from learning gross anatomy and surgical technique to patient-specific pre-procedural planning and intra-operative guidance, as well as diagnostic and therapeutic approaches in rehabilitation, pain management, and psychology. The FDA is beginning to approve these approaches for clinical use. In this review article, we summarize the application of VR and AR in clinical medicine. The history, current utility and future applications of these technologies are described. Keywords: Virtual reality; Augmented reality; Surgery; Medicine; Anatomy; Therapy INTRODUCTION DEFINITIONS AND BRIEF HISTORY Recalling the 1966 science fiction film “Fantastic Voyage”, watching The human visual system in amazement as the doctors traveled inside the patient’s body to repair a brain injury.
    [Show full text]
  • Audio Challenges in Virtual and Augmented Reality Devices
    Audio challenges in virtual and augmented reality devices Dr. Ivan Tashev Partner Software Architect Audio and Acoustics Research Group Microsoft Research Labs - Redmond In memoriam: Steven L. Grant Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 2 In this talk • Devices for virtual and augmented reality • Binaural recording and playback • Head Related Functions and their personalization • Object-based rendering of spatial audio • Modal-based rendering of spatial audio • Conclusions Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 3 Colleagues and contributors: Hannes Gamper David Johnston Ivan Tashev Mark R. P. Thomas Jens Ahrens Microsoft Research Microsoft Research Microsoft Research Dolby Laboratories Chalmers University, Sweden Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 4 Devices for Augmented and Virtual Reality They both need good spatial audio Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 5 Augmented vs. Virtual Reality • Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics • Virtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence in a way that allows the user to interact with it. It artificially creates sensory experience, which can include sight, touch, hearing, etc. Sep
    [Show full text]
  • Study on Telexistence XCV: a Telediagnosis Platform Based on Mixed Reality And
    3B-05 This article is a technical report without peer review, and its polished and/or extended version may be published elsewhere 第 24 回日本バーチャルリアリティ学会大会論文集(2019 年 9 月) Study on Telexistence XCV: A Telediagnosis Platform Based on Mixed Reality and Bio-signal Display Device Junkai Fu1),Yasuyuki Inoue2),Fumihiro Kato2) ,Susumu Tachi 2) 1) 東京大学 新領域創成科学研究科 (〒277-8561 千葉県柏市柏の葉 5-1- 5, [email protected] ) 2) 東京大学 高齢社会総合研究機構 (〒113-0032 東京都文京区本郷 7-3-1, {y-inoue,fumihiro.kato,tachi}@tachilab.org) Abstract: We propose a telediagnosis system that allows medical staff to interact with a remote patient through telexistence robot system. The system consists of an audio-visual telexistence system (TX-toolkit), a surrogate arm equipped with thermal and pressure displays, and body temperature and heartbeat measurement equipment. By using this system, the medical staff can examine the patient as if he or she is observing the patient face to face. Keywords:Teledignosis, Telexistence, Haptics, Mixed reality 1. Introduction Moreover, palpation based on VR simulation has also been Recent years many countries have come into an aging society. proposed. Timothy et al. use artificial force to simulate the The aged have to live by themselves because their children have feeling of human skin and apply the system into the palpation no time to take care of them due to their hard work. Hence the and insertion training[3]. To achieve telemedicine, a robot own health care targeted at the aged is an urgent matter. partial function as a human is also a viable way. Garingo et al. Telemedicine is suitable to do this.
    [Show full text]
  • Virtual and Augmented Reality
    Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ...........................................................
    [Show full text]
  • Inverse Kinematic Infrared Optical Finger Tracking
    Inverse Kinematic Infrared Optical Finger Tracking Gerrit Hillebrand1, Martin Bauer2, Kurt Achatz1, Gudrun Klinker2 1Advanced Realtime Tracking GmbH ∗ Am Oferl¨ 3 Weilheim, Germany 2Technische Universit¨atM¨unchen Institut f¨urInformatik Boltzmannstr. 3, 85748 Garching b. M¨unchen, Germany e·mail: [email protected] Abstract the fingertips are tracked. All further parameters, such as the angles between the phalanx bones, are Human hand and finger tracking is an important calculated from that. This approach is inverse input modality for both virtual and augmented compared to the current glove technology and re- reality. We present a novel device that overcomes sults in much better accuracy. Additionally, the the disadvantages of current glove-based or vision- device is lightweight and comfortable to use. based solutions by using inverse-kinematic models of the human hand. The fingertips are tracked by an optical infrared tracking system and the pose of the phalanxes is calculated from the known anatomy of the hand. The new device is lightweight and accurate and allows almost arbitrary hand movement. Exami- nations of the flexibility of the hand have shown that this new approach is practical because ambi- guities in the relationship between finger tip posi- tions and joint positions, which are theoretically possible, occur only scarcely in practical use. Figure 1: The inverse kinematic infrared optical finger tracker Keywords: Optical Tracking, Finger Tracking, Motion Capture 1 Introduction 1.1 Related Work While even a standard keyboard can be seen For many people, the most important and natural as an input device based on human finger mo- way to interact with the environment is by using tion, we consider only input methods that allow their hands.
    [Show full text]