Displaying the most recent of 15 posts written by

Mukul Sati

[Summaries Week 13] Exploiting Proprioception, OmniTouch

Moving Objects In Space: Exploiting Proprioception In Virtual-Environment Interaction This paper aims to allay the difficulty inherent in interaction in VEs by the ingenious use of  one’s awareness of one’s own body (proprioception) as an aid for orientation and spatial memory tasks. The authors expound the problem that motivates their study, stating that the precise manipulation […]

[Week 12 Summary] Exploring 3D Navigation: Combining Speed-coupled Flying with Orbiting and A Survey of Design Issues in Spatial Input

Combining Speed-coupled Flying with Orbiting In their paper, the authors employ a task-based approach to construct a taxonomy of 3D-navigation techniques and then proceed to describe a couple of navigation techniques in this context, also proposing new techniques with the aid of the taxonomy. Primarily employing a task-based approach to drive the classification process, the […]

Summary Week 11 – Pop Through Button Devices for VE Navigation and Interaction

In their paper, Zeleznik et al. describe some of the novel interactions that they’ve made possible by the use of pop through buttons, that are tri-state, and thus permit an additional activation state as opposed to conventional binary-state buttons. The tri-state behavior corresponds to the application of no, low and high pressure on the buttons. Specifically, […]

[Summaries Week 10] Uncanny Valley, Variations in Physiological Responses, Physiological Measures of Presence

The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces In this paper, the authors attempt to empirically establish Mori’s conjecture of the existence of an “uncanny valley” – an area in the realism-appeal space where there is a paradoxical reduction in the appeal of an artificial entity with increasing realism. Mori’s 1970 conjecture was that […]

Progress Report I – AR for Participation with Outdoor Art

Brief overview: We are running a bit behind schedule due to certain issues revealed in prototyping, requiring us to try out different alternatives as opposed to our initial plans. As we see it,  should not affect the overall deliverable time-schedule, but we might have to rethink the user interaction so as to provide a best-possible […]

Project Proposal – AR for Participation with Outdoor Art

AR for Participation with Outdoor Art Group Members: Andy Pruett, Anshul Bhatnagar, Mukul Sati Abstract: The central idea of this project is to investigate how AR technology can be deployed to support interaction with outdoor public art. Public art and street art may often be perceived as objectionable, may be temporary or experimental, and often promotes discussion […]

[Week 9 Discussion] The Effect of Latency and Network Limitations on MMORPGs (EverQuest2 Field Study) and related papers

Overarching theme: Design of Networked Virtual Environments. Context: In a traditional non-networked virtual environments, 3D graphics have always been driven by the need to attain greater realism, within the constraints of the number crunching power of contemporary times. In such environments, the entire world state is present on the single device delivering the experience. For […]

Assignment I – Through a Child’s Eyes

AR Experience using Argon, demonstrating image tracking and 3D augmenting URL : http://cc.gatech.edu/~msati3/argon/basic2.html Markers: http://www.cc.gatech.edu/~msati3/argon/Virtual%20Environments%20Assignment%20I.pdf Youtube: http://youtu.be/dg8zVCJZCOk   Description of the Experience: I invite you to see the world through the eyes of a child, sharing his/her bewilderment and fantasy in what seems to be a drab world to us adults. In this environment, I augment […]

[Summaries week 8]: Task gallery, Design Pre-patterns

The Task Gallery: A 3D Windows Manager In this paper, the authors describe their system, The Task Gallery, which is a novel 3D windows manager, focusing on the usability aspects of their system. Their work is motivated by the desire to leverage human spatial memory to allow for more efficient task management in contemporary computing […]

[Summaries Week 7]: Scape, Multi-viewer tabletop auto-stereoscopic display

Scape: Supporting Stereoscopic Collaboration in Augmented and Projective Environments In the paper, Hua et al. talk about the design of a system that allows for collaboration in augmented environments. Their proposed system, Scape, allows for users to engage in face-to-face cooperation, while also providing each user with her unique stereo perspective for the augmented scene. […]

[Summary Week 6] The importance of stereo and eye-coupled perspective for eye-hand coordination in Fishtank VR

In their paper, Arsenault and Ware discuss the relative importance of stereo-based and motion-parallax based depth cues in a virtual environment. Stereo depth cues are provided due to disparities between the pair of images formed in the left and the right eye, for the same scene. Motion-parallax also provides a monocular depth cue, arising due to the […]

[Summaries Week 5]: Kinect Fusion; Going Out

KinectFusion: Real-time 3D reconstruction and interaction using a moving depth camera In their paper Kinect Fusion, Izadi et al. describe their implementation of a system that uses a standard Kinect camera to generate a real-time, interactive 3D representation of the live camera feed that is robust to user intervention/interaction. They also explain their extensions to […]

[Summary Week4] Pedestrian tracking with Shoe Mounted Inertial sensors – Eric Foxlin

In this paper, the author describes NavShoe, a novel shoe-mounted inertial sensor system that is capable of tracking 6-DOF in an un-instrumented environment. The proposed system builds on the prevalent MEMS gyroscopes that report 3-DOF (orientation in space) by also providing highly accurate position estimates. Un-instrumented inertial tracking is made feasible by the identification of alternating stationary and moving […]

[Summary Week 3] The Argon AR Web Browser and Standards-based AR Application Environment

The paper by Blair McIntyre et al. describes the implementation of their eponymous augmented reality web-browser, Argon and also details the KARML specification. Drawing clever parallels from the evolution of the 2D GUI ubiquitous today, the authors motivate the need for the development of a framework to facilitate the delivery of AR content by developers. […]

[Week2 Summaries] Bajura: Ultrasound, Hodges et al: Fear of Heights, Schell et al: Theme-park VR

Merging Virtual Objects with the Real World : Bajura et al. In the paper Merging Virtual Objects with the Real World : Seeing Ultrasound Imagery within the Patient, the authors describe the implementation of their system that composites images slices obtained via 2D Echography (2DE) onto real-world video obtained by a mounted TV camera using […]