ºÝºÝߣshows by User: JensGrubert / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: JensGrubert / Mon, 08 Feb 2016 13:49:13 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: JensGrubert A Short Introduction to Computer Vision-based Marker Tracking /slideshow/a-short-introduction-to-computer-visionbased-marker-tracking/58005737 markertracking-160208134913
A Short Introduction to Computer Vision-based Marker Tracking used in Augmented and Virtual Reality applications. Theoretical fundamentals are combined with a publicly available source code]]>

A Short Introduction to Computer Vision-based Marker Tracking used in Augmented and Virtual Reality applications. Theoretical fundamentals are combined with a publicly available source code]]>
Mon, 08 Feb 2016 13:49:13 GMT /slideshow/a-short-introduction-to-computer-visionbased-marker-tracking/58005737 JensGrubert@slideshare.net(JensGrubert) A Short Introduction to Computer Vision-based Marker Tracking JensGrubert A Short Introduction to Computer Vision-based Marker Tracking used in Augmented and Virtual Reality applications. Theoretical fundamentals are combined with a publicly available source code <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/markertracking-160208134913-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A Short Introduction to Computer Vision-based Marker Tracking used in Augmented and Virtual Reality applications. Theoretical fundamentals are combined with a publicly available source code
A Short Introduction to Computer Vision-based Marker Tracking from Jens Grubert
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Mobile User Interfaces for Efficient Verification of Holograms /slideshow/mobile-user-interfaces-for-efficient-verification-of-holograms/46388875 holovr15-online-150328030624-conversion-gate01
Our IEEE VR 2015 presentation on Mobile User Interfaces for Efficient Verification of Holograms.]]>

Our IEEE VR 2015 presentation on Mobile User Interfaces for Efficient Verification of Holograms.]]>
Sat, 28 Mar 2015 03:06:24 GMT /slideshow/mobile-user-interfaces-for-efficient-verification-of-holograms/46388875 JensGrubert@slideshare.net(JensGrubert) Mobile User Interfaces for Efficient Verification of Holograms JensGrubert Our IEEE VR 2015 presentation on Mobile User Interfaces for Efficient Verification of Holograms. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/holovr15-online-150328030624-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Our IEEE VR 2015 presentation on Mobile User Interfaces for Efficient Verification of Holograms.
Mobile User Interfaces for Efficient Verification of Holograms from Jens Grubert
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Google Glass, The META and Co. - How to calibrate your Optical See-Through Head Mounted Displays /slideshow/google-glass-the-meta-and-co-how-to-calibrate-your-optical-seethrough-head-mounted-displays/39019650 tutorialwebversion-140912104550-phpapp02
ºÝºÝߣs from our ISMAR 2014 tutorial http://stctutorial.icg.tugraz.at/ Abstract: Head Mounted Displays such as Google Glass and the META have the potential to spur consumer-oriented Optical See-Through Augmented Reality applications. A correct spatial registration of those displays relative to a user’s eye(s) is an essential problem for any HMD-based AR application. At our ISMAR 2014 tutorial we provide an overview of established and novel approaches for the calibration of those displays (OST calibration) including hands on experience in which participants will calibrate such head mounted displays.]]>

ºÝºÝߣs from our ISMAR 2014 tutorial http://stctutorial.icg.tugraz.at/ Abstract: Head Mounted Displays such as Google Glass and the META have the potential to spur consumer-oriented Optical See-Through Augmented Reality applications. A correct spatial registration of those displays relative to a user’s eye(s) is an essential problem for any HMD-based AR application. At our ISMAR 2014 tutorial we provide an overview of established and novel approaches for the calibration of those displays (OST calibration) including hands on experience in which participants will calibrate such head mounted displays.]]>
Fri, 12 Sep 2014 10:45:50 GMT /slideshow/google-glass-the-meta-and-co-how-to-calibrate-your-optical-seethrough-head-mounted-displays/39019650 JensGrubert@slideshare.net(JensGrubert) Google Glass, The META and Co. - How to calibrate your Optical See-Through Head Mounted Displays JensGrubert ºÝºÝߣs from our ISMAR 2014 tutorial http://stctutorial.icg.tugraz.at/ Abstract: Head Mounted Displays such as Google Glass and the META have the potential to spur consumer-oriented Optical See-Through Augmented Reality applications. A correct spatial registration of those displays relative to a user’s eye(s) is an essential problem for any HMD-based AR application. At our ISMAR 2014 tutorial we provide an overview of established and novel approaches for the calibration of those displays (OST calibration) including hands on experience in which participants will calibrate such head mounted displays. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/tutorialwebversion-140912104550-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from our ISMAR 2014 tutorial http://stctutorial.icg.tugraz.at/ Abstract: Head Mounted Displays such as Google Glass and the META have the potential to spur consumer-oriented Optical See-Through Augmented Reality applications. A correct spatial registration of those displays relative to a user’s eye(s) is an essential problem for any HMD-based AR application. At our ISMAR 2014 tutorial we provide an overview of established and novel approaches for the calibration of those displays (OST calibration) including hands on experience in which participants will calibrate such head mounted displays.
Google Glass, The META and Co. - How to calibrate your Optical See-Through Head Mounted Displays from Jens Grubert
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Augmenting the World using Semantic Web Technologies /slideshow/augmenting-the-world-using-semantic-web-technologies/35538258 2012-10-22-augmenting-the-world-using-swt-v01-online-140605140234-phpapp02
ABSTRACT: Creating and maintaining scenes for mobile Augmented Reality browsers can be a challenging and time consuming task. The timeliness of digital information artifacts connected to changing urban environments require authors to constantly update the structural representations of augmented scenes or to accept that the information will soon be outdated. We investigated approaches for retrieving multimedia content and relevant web services for mobile Augmented Reality applications at runtime. Using semantic web technologies we are able to postpone the retrieval of actual media items to the moment a user actually perceives an augmented scene. This allows content creators to augment a scene only once and avoid continous manual updates.]]>

ABSTRACT: Creating and maintaining scenes for mobile Augmented Reality browsers can be a challenging and time consuming task. The timeliness of digital information artifacts connected to changing urban environments require authors to constantly update the structural representations of augmented scenes or to accept that the information will soon be outdated. We investigated approaches for retrieving multimedia content and relevant web services for mobile Augmented Reality applications at runtime. Using semantic web technologies we are able to postpone the retrieval of actual media items to the moment a user actually perceives an augmented scene. This allows content creators to augment a scene only once and avoid continous manual updates.]]>
Thu, 05 Jun 2014 14:02:33 GMT /slideshow/augmenting-the-world-using-semantic-web-technologies/35538258 JensGrubert@slideshare.net(JensGrubert) Augmenting the World using Semantic Web Technologies JensGrubert ABSTRACT: Creating and maintaining scenes for mobile Augmented Reality browsers can be a challenging and time consuming task. The timeliness of digital information artifacts connected to changing urban environments require authors to constantly update the structural representations of augmented scenes or to accept that the information will soon be outdated. We investigated approaches for retrieving multimedia content and relevant web services for mobile Augmented Reality applications at runtime. Using semantic web technologies we are able to postpone the retrieval of actual media items to the moment a user actually perceives an augmented scene. This allows content creators to augment a scene only once and avoid continous manual updates. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-10-22-augmenting-the-world-using-swt-v01-online-140605140234-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ABSTRACT: Creating and maintaining scenes for mobile Augmented Reality browsers can be a challenging and time consuming task. The timeliness of digital information artifacts connected to changing urban environments require authors to constantly update the structural representations of augmented scenes or to accept that the information will soon be outdated. We investigated approaches for retrieving multimedia content and relevant web services for mobile Augmented Reality applications at runtime. Using semantic web technologies we are able to postpone the retrieval of actual media items to the moment a user actually perceives an augmented scene. This allows content creators to augment a scene only once and avoid continous manual updates.
Augmenting the World using Semantic Web Technologies from Jens Grubert
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Mobile Interactive Hologram Verification /slideshow/mobile-interactive-hologram-verification/35529892 hartlar4hologramsismar2013talk-online-140605102845-phpapp02
Our presentation on mobile interactive hologram verification at ISMAR 2013 in Adelaide, Australia ABSTRACT: Verification of paper documents is an important part of checking a person’s identity, authorization for access or simply establishing a trusted currency. Many documents such as passports or paper bills include holograms or other view-dependent elements that are difficult to forge and therefore are used to verify the genuineness of that document. View-dependent elements change their appearance based both on the viewing direction as well as dominant light sources, thus it requires special knowledge and training to accurately distinguish original elements from forgeries. We present an interactive application for mobile devices that integrates the recognition of the documents with the interactive verification of viewdependent elements. The system recognizes and tracks the paper document, provides user guidance for view alignment and presents a stored image of the element’s appearance depending on the current view of the document also recording user decisions. We describe how to model and capture the underlying spatially varying BRDF representation of view-dependent elements. Furthermore, we evaluate this approach within a user study and demonstrate that such a setup captures images that are recognizable and that can be correctly verified.]]>

Our presentation on mobile interactive hologram verification at ISMAR 2013 in Adelaide, Australia ABSTRACT: Verification of paper documents is an important part of checking a person’s identity, authorization for access or simply establishing a trusted currency. Many documents such as passports or paper bills include holograms or other view-dependent elements that are difficult to forge and therefore are used to verify the genuineness of that document. View-dependent elements change their appearance based both on the viewing direction as well as dominant light sources, thus it requires special knowledge and training to accurately distinguish original elements from forgeries. We present an interactive application for mobile devices that integrates the recognition of the documents with the interactive verification of viewdependent elements. The system recognizes and tracks the paper document, provides user guidance for view alignment and presents a stored image of the element’s appearance depending on the current view of the document also recording user decisions. We describe how to model and capture the underlying spatially varying BRDF representation of view-dependent elements. Furthermore, we evaluate this approach within a user study and demonstrate that such a setup captures images that are recognizable and that can be correctly verified.]]>
Thu, 05 Jun 2014 10:28:45 GMT /slideshow/mobile-interactive-hologram-verification/35529892 JensGrubert@slideshare.net(JensGrubert) Mobile Interactive Hologram Verification JensGrubert Our presentation on mobile interactive hologram verification at ISMAR 2013 in Adelaide, Australia ABSTRACT: Verification of paper documents is an important part of checking a person’s identity, authorization for access or simply establishing a trusted currency. Many documents such as passports or paper bills include holograms or other view-dependent elements that are difficult to forge and therefore are used to verify the genuineness of that document. View-dependent elements change their appearance based both on the viewing direction as well as dominant light sources, thus it requires special knowledge and training to accurately distinguish original elements from forgeries. We present an interactive application for mobile devices that integrates the recognition of the documents with the interactive verification of viewdependent elements. The system recognizes and tracks the paper document, provides user guidance for view alignment and presents a stored image of the element’s appearance depending on the current view of the document also recording user decisions. We describe how to model and capture the underlying spatially varying BRDF representation of view-dependent elements. Furthermore, we evaluate this approach within a user study and demonstrate that such a setup captures images that are recognizable and that can be correctly verified. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hartlar4hologramsismar2013talk-online-140605102845-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Our presentation on mobile interactive hologram verification at ISMAR 2013 in Adelaide, Australia ABSTRACT: Verification of paper documents is an important part of checking a person’s identity, authorization for access or simply establishing a trusted currency. Many documents such as passports or paper bills include holograms or other view-dependent elements that are difficult to forge and therefore are used to verify the genuineness of that document. View-dependent elements change their appearance based both on the viewing direction as well as dominant light sources, thus it requires special knowledge and training to accurately distinguish original elements from forgeries. We present an interactive application for mobile devices that integrates the recognition of the documents with the interactive verification of viewdependent elements. The system recognizes and tracks the paper document, provides user guidance for view alignment and presents a stored image of the element’s appearance depending on the current view of the document also recording user decisions. We describe how to model and capture the underlying spatially varying BRDF representation of view-dependent elements. Furthermore, we evaluate this approach within a user study and demonstrate that such a setup captures images that are recognizable and that can be correctly verified.
Mobile Interactive Hologram Verification from Jens Grubert
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ACM MobileHCI 2013 - Playing it Real Again: A Repeated Evaluation of Magic Lens and Static Peephole Interfaces in Public Space /slideshow/mhci2013-v01online/35518066 mhci2013-v01-online-140605050229-phpapp02
Jens Grubert delivered the presentation on August 28th, 2013 during the 15th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in Munich, Germany. ABSTRACT: We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.]]>

Jens Grubert delivered the presentation on August 28th, 2013 during the 15th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in Munich, Germany. ABSTRACT: We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.]]>
Thu, 05 Jun 2014 05:02:29 GMT /slideshow/mhci2013-v01online/35518066 JensGrubert@slideshare.net(JensGrubert) ACM MobileHCI 2013 - Playing it Real Again: A Repeated Evaluation of Magic Lens and Static Peephole Interfaces in Public Space JensGrubert Jens Grubert delivered the presentation on August 28th, 2013 during the 15th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in Munich, Germany. ABSTRACT: We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mhci2013-v01-online-140605050229-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Jens Grubert delivered the presentation on August 28th, 2013 during the 15th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in Munich, Germany. ABSTRACT: We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.
ACM MobileHCI 2013 - Playing it Real Again: A Repeated Evaluation of Magic Lens and Static Peephole Interfaces in Public Space from Jens Grubert
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ACM NordiCHI 2012: Exploring the Design of Hybrid Interfaces for /slideshow/acm-nordichi-2012-exploring-the-design-of-hybrid-interfaces-for/14922607 2012-10-presentation-nordichi2012-augmented-posters-online-121028150352-phpapp02
Jens Grubert recently presented "Exploring the Design of Hybrid Interfaces for Augmented Posters in Public Spaces" at the the 7th Nordic Conference on Human-Computer Interaction (NordiCHI 2012). October 14-17, 2012, Copenhagen, Denmark. Abstract: The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media information spaces the specific context of its use has not yet been carefully studied, resulting in productions generally relying on trial-and-error approaches. In this paper, we explicitly consider mobile contexts in the consumption of augmented print media. We explore the design space of hybrid user interfaces for augmented posters and describe different case studies to validate our approach. Outcomes of this work inform the design of future interfaces for publicly accessible augmented print media in mobile contexts.]]>

Jens Grubert recently presented "Exploring the Design of Hybrid Interfaces for Augmented Posters in Public Spaces" at the the 7th Nordic Conference on Human-Computer Interaction (NordiCHI 2012). October 14-17, 2012, Copenhagen, Denmark. Abstract: The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media information spaces the specific context of its use has not yet been carefully studied, resulting in productions generally relying on trial-and-error approaches. In this paper, we explicitly consider mobile contexts in the consumption of augmented print media. We explore the design space of hybrid user interfaces for augmented posters and describe different case studies to validate our approach. Outcomes of this work inform the design of future interfaces for publicly accessible augmented print media in mobile contexts.]]>
Sun, 28 Oct 2012 15:03:51 GMT /slideshow/acm-nordichi-2012-exploring-the-design-of-hybrid-interfaces-for/14922607 JensGrubert@slideshare.net(JensGrubert) ACM NordiCHI 2012: Exploring the Design of Hybrid Interfaces for JensGrubert Jens Grubert recently presented "Exploring the Design of Hybrid Interfaces for �Augmented Posters in Public Spaces" at the the 7th Nordic Conference on Human-Computer Interaction (NordiCHI 2012). October 14-17, 2012, Copenhagen, Denmark. Abstract: The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media information spaces the specific context of its use has not yet been carefully studied, resulting in productions generally relying on trial-and-error approaches. In this paper, we explicitly consider mobile contexts in the consumption of augmented print media. We explore the design space of hybrid user interfaces for augmented posters and describe different case studies to validate our approach. Outcomes of this work inform the design of future interfaces for publicly accessible augmented print media in mobile contexts. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-10-presentation-nordichi2012-augmented-posters-online-121028150352-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Jens Grubert recently presented &quot;Exploring the Design of Hybrid Interfaces for �Augmented Posters in Public Spaces&quot; at the the 7th Nordic Conference on Human-Computer Interaction (NordiCHI 2012). October 14-17, 2012, Copenhagen, Denmark. Abstract: The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media information spaces the specific context of its use has not yet been carefully studied, resulting in productions generally relying on trial-and-error approaches. In this paper, we explicitly consider mobile contexts in the consumption of augmented print media. We explore the design space of hybrid user interfaces for augmented posters and describe different case studies to validate our approach. Outcomes of this work inform the design of future interfaces for publicly accessible augmented print media in mobile contexts.
ACM NordiCHI 2012: Exploring the Design of Hybrid Interfaces for from Jens Grubert
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ACM MobileHCI 2012 - Playing it Real: Magic Lens and Static Peephole Interface… /slideshow/mobilehci2012-slidesplayingitreal-14922363/14922363 mobilehci2012-slides-playing-it-real-121028143451-phpapp01
Jens Grubert delivered the presentation on September 29th, 2012 during the 14th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in San Francisco, California, USA. ABSTRACT: Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants‟ interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage.]]>

Jens Grubert delivered the presentation on September 29th, 2012 during the 14th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in San Francisco, California, USA. ABSTRACT: Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants‟ interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage.]]>
Sun, 28 Oct 2012 14:34:50 GMT /slideshow/mobilehci2012-slidesplayingitreal-14922363/14922363 JensGrubert@slideshare.net(JensGrubert) ACM MobileHCI 2012 - Playing it Real: Magic Lens and Static Peephole Interface… JensGrubert Jens Grubert delivered the presentation on September 29th, 2012 during the 14th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in San Francisco, California, USA. ABSTRACT: Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants‟ interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mobilehci2012-slides-playing-it-real-121028143451-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Jens Grubert delivered the presentation on September 29th, 2012 during the 14th edition of MobileHCI, International Conference on Human-Computer Interaction with Mobile Devices and Services in San Francisco, California, USA. ABSTRACT: Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report on the reactions of the public audience to participants‟ interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa. A comparative laboratory experiment revealed only few differences in system usage.
ACM MobileHCI 2012 - Playing it Real: Magic Lens and Static Peephole Interface… from Jens Grubert
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https://cdn.slidesharecdn.com/profile-photo-JensGrubert-48x48.jpg?cb=1623012918 I work as Associate Research Professor of Human-Computer Interaction in the Internet of Things at Coburg University My goal is to enable streamlined interaction between people and their environment through novel human-computer interfaces technologies like Augmented Reality and Virtual Reality. Specialties: - wearable multi-display interaction - optical see-through HMD calibration - evaluation of novel mobile technologies in public spaces - interaction design for mobile Augmented Reality applications Links: - My book on AR development on Android: http://www.packtpub.com/augmented-reality-for-android-application-development/book - Google scholar profile: http://scholar.google.com/citat... www.jensgrubert.com https://cdn.slidesharecdn.com/ss_thumbnails/markertracking-160208134913-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/a-short-introduction-to-computer-visionbased-marker-tracking/58005737 A Short Introduction t... https://cdn.slidesharecdn.com/ss_thumbnails/holovr15-online-150328030624-conversion-gate01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/mobile-user-interfaces-for-efficient-verification-of-holograms/46388875 Mobile User Interfaces... https://cdn.slidesharecdn.com/ss_thumbnails/tutorialwebversion-140912104550-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/google-glass-the-meta-and-co-how-to-calibrate-your-optical-seethrough-head-mounted-displays/39019650 Google Glass, The META...