Chair: Kent Lyons, Intel Labs Santa Clara, USA
Beyond Stereo: An Exploration of Unconventional Binocular Presentation for Novel Visual Experience -
Note
Contribution & Benefit: Several novel and intriguing binocular visualization effects were explored, which could find potential application in visual design, scientific visualization, and cinema and games industries.
Abstract » Human stereo vision processes the two different images seen by the two eyes to generate depth sensation. While current stereoscopic display technologies look at how to faithfully simulate the stereo viewing experience, we took a look out of this scope, to explore how we may present binocular image pairs that differ in other ways to create novel visual experience. This paper presents several interesting techniques we explored, and discusses their potential applications according to an informal user study.
ACM 1€ Filter: A Simple Speed-based Low-pass Filter for Noisy Input in Interactive Systems -
NoteContribution & Benefit: Presents a simple algorithm to filter noisy signals for high precision and responsiveness. The 1€ filter is easy to understand, implement, and tune for low jitter and lag.
Abstract » The 1€ filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1€ filter has less lag using a reference amount of jitter reduction.
ACM TeleHuman: Effects of 3D Perspective on Gaze and Pose Estimation with a Life-size Cylindrical Telepresence Pod -
PaperContribution & Benefit: Demonstrates a system for conveying 3D video conferencing using a cylindrical display. Provides user studies investigating effects of motion parallax and stereoscopy.
Abstract » In this paper, we present TeleHuman, a cylindrical 3D display portal for life-size human telepresence. The TeleHuman 3D videoconferencing system supports 360 degree motion parallax as the viewer moves around the cylinder and optionally, stereoscopic 3D display of the remote person. We evaluated the effect of perspective cues on the conveyance of nonverbal cues in two experiments using a one-way telecommunication version of the system. The first experiment focused on how well the system preserves gaze and hand pointing cues. The second experiment evaluated how well the system conveys 3D body postural information. We compared 3 perspective conditions: a conventional 2D view, a 2D view with 360 degree motion parallax, and a stereoscopic view with 360 degree motion parallax. Results suggest the combined presence of motion parallax and stereoscopic cues significantly improved the accuracy with which participants were able to assess gaze and hand pointing cues, and to instruct others on 3D body poses. The inclusion of motion parallax and stereoscopic cues also led to significant increases in the sense of social presence and telepresence reported by participants.
ACM MUSTARD: A Multi User See Through AR Display -
Paper
Contribution & Benefit: Presents a multiuser see-through display using LC panels. Discusses use of polarized light for content delivery and unpolarized light for see-through operation. Evaluates conflict functions to reduce crosstalk between views.
Abstract » We present MUSTARD, a multi-user dynamic random hole see-through display, capable of delivering viewer dependent information for objects behind a glass cabinet. Multiple viewers are allowed to observe both the physical object(s) being augmented and their location dependent annotations at the same time. The system consists of two liquid-crystal (LC) panels within which physical objects can be placed. The back LC panel serves as a dynamic mask while the front panel serves as the data. We first describe the principle of MUSTARD and then examine various functions that can be used to minimize crosstalk between multiple viewer positions. We compare different conflict management strategies using PSNR and the quality mean opinion score of HDR-VDP2. Finally, through a user-study we show that users can clearly identify images and objects even when the images are shown with strong conflicting regions; demonstrating that our system works even in the most extreme of circumstances.
ACM SphereAvatar: A Situated Display to Represent a Remote Collaborator -
PaperContribution & Benefit: Describes a spherical display system for representing remote users. Extends our understanding of human visual perceptual ability to discern head orientation of a remote collaborator presented on a situated display.
Abstract » An emerging form of telecollaboration utilizes situated or mobile displays at a physical destination to virtually represent remote visitors. An example is a personal telepresence robot, which acts as a physical proxy for a remote visitor, and uses cameras and microphones to capture its surroundings, which are transmitted back to the visitor. We propose the use of spherical displays to represent telepresent visitors at a destination. We suggest that the use of such 360 degree displays in a telepresence system has two key advantages: it is possible to understand the identity of the visitor from any viewpoint; and with suitable graphical representation, it is possible to tell where the visitor is looking from any viewpoint. In this paper, we investigate how to optimally represent a visitor as an avatar on a spherical display by evaluating how varying representations are able to accurately convey head gaze.
ACM