• DocumentCode
    145506
  • Title

    [Poster] Contact-view: A magic-lens paradigm designed to solve the dual-view problem

  • Author

    Pucihar, Klen Copic ; Coulton, Paul

  • Author_Institution
    SCC, Lancaster Univ., Lancaster, UK
  • fYear
    2014
  • fDate
    10-12 Sept. 2014
  • Firstpage
    297
  • Lastpage
    298
  • Abstract
    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.
  • Keywords
    augmented reality; mobile handsets; rendering (computer graphics); user interfaces; augmented reality systems; contact-view paradigm; device transparency; dual-view problem; handheld AR systems; interaction paradigm; magic-lens paradigm; occluded base-plane; transparent glass pane; user-perspective rendering; virtual transparency; Cameras; Context; Glass; Observers; Prototypes; Rendering (computer graphics); Switches; AR; dual-view problem; magic-lens; tabletop;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on
  • Conference_Location
    Munich
  • Type

    conf

  • DOI
    10.1109/ISMAR.2014.6948458
  • Filename
    6948458