EG2017
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Browsing EG2017 by Subject "augmented"
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Item AIR: Anywhere Immersive Reality with User-Perspective Projection(The Eurographics Association, 2017) Byun, JungHyun; Chae, SeungHo; Yang, YoonSik; Han, TackDon; Adrien Peytavie and Carles BoschProjection-based augmented reality (AR) has much potential, but is limited in that it requires burdensome installations and prone to geometric distortions on display surface. To overcome these limitations, we propose AIR. It can be carried and placed anywhere to project AR using pan/tilting motors, while providing the user with distortion-free projection of a correct 3D view.Item Robust Blending and Occlusion Compensation in Dynamic Multi-Projection Mapping(The Eurographics Association, 2017) Lange, Vanessa; Siegl, Christian; Colaianni, Matteo; Stamminger, Marc; Bauer, Frank; Adrien Peytavie and Carles BoschUsing multi-projection systems allows us to immerse users in an altered reality without the need to wear additional head-gear. The immersion of such systems relies on the quality of the calibration which in general will degenerate over time when used outside of a lab environment. This work introduces a novel balance term that allows us to hide high frequency brightness seams caused by self-shadowing of the projected geometry and the borders of the projection frustum. We further use this more robust blending between projectors to compensate for occluding spectators, who enter the projection volume, by filling the resulting shadows with light from other projectors.Item "Synchronize" to VR Body: Full Body Illusion in VR Space(The Eurographics Association, 2017) Xiong, Peikun; Sun, Chen; Cai, Dongsheng; Adrien Peytavie and Carles BoschVirtual Reality (VR) becomes accessible to mimic a "real-like" world now. People who have a VR experience usually can be impressed by the immersive feeling, they might consider themselves are actually existed in the VR space. Self-consciousness is important for people to identify their own characters in VR space, and illusory ownership can help people to "build" their "bodies". The rubber hand illusion can convince us a fake hand made by rubber is a part of our bodies under certain circumstances. Researches about autoscopic phenomena extend this illusory to the so-called full body illusion. We conducted 3 type of experiments to study the illusory ownership in VR space as it shows in Figure 1, and we learned: Human body must receive the synchronized visual signal and somatosensory stimulus at the same time; The visual signal must be the first person perceptive; the subject and the virtual body needs to be the same height as much as possible. All these illusory ownerships accompanied by the body temperature decreases, where the body is stimulated.Item Using Activity Led Learning for Teaching Computer Graphics Principles Through Augmented Reality(The Eurographics Association, 2017) Liarokapis, Fotis; Jean-Jacques Bourdin and Amit SheshIn this paper, an activity-led learning approach is applied to computer graphics students at Masaryk University for the Master's course called "Augmented Reality Interfaces". The scope of this research is to demonstrate the learning effectiveness of augmented reality and project development approaches for higher education teaching. Students were presented with the theoretical background in augmented reality in the classical way (lectures) and were asked to implement the assignment using active learning approaches. The aim of the assignment was to design and implement an augmented reality interface demonstrating various computer graphics aspects which could be used to enhance the teaching process. Their main focus was to concentrate on three aspects: interface design, interaction mediums and collaboration aspects. Data was collected for two consecutive academic years (one semester with 13 weeks per year) and results showed a very high pass-rate as well as increased engagement and student satisfaction. However, students found that this sort of approach is harder than other approaches.