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ISMAR 2014 - Sep 10-12 - Munich, Germany

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Contact-view: A Magic-lens Paradigm Designed to Solve the Dual-view Problem

SCHEDULE INFORMATION

Event TitleRoomStartEnd
Posters Presentation - Batch 2Magistrale11 Sep, 2014 01:00 PM11 Sep, 2014 01:30 PM
Contributors: 
Klen Čopič Pucihar
Contributors: 
Paul Coulton
Description
Typically handheld AR systems utilize a single back-facing camera and the screen in order to implement device transparency. This creates the dual-view problem a consequence of virtual transparency which does not match true transparency—what the user would see looking through a transparent glass pane. The dual-view problem affects usability of handheld AR systems and is commonly addressed though user-perspective rendering solutions. Whilst such approach produces promising results, the complexity of implementing user-perspective rendering and the fact it does not solve all sources that produce the dual-view problem, means it only ever addresses part of the problem. This paper seeks to create a more complete solution for the dual-view problem that will be applicable to readily available handheld-device. We pursue this goal by designing, implementing and evaluating a novel interaction paradigm we call ‘contact-view’. By utilizing the back and front-facing camera and the environment base-plane texture—predefined or incrementally created on the fly, we enable placing the device directly on top of the base-plane. As long as the position of the phone in relation to the base-plane is known, appropriate segment of the occluded base-plane can be rendered on the device screen, result of which is transparency in which dual-view problem is eliminated.

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