liu.seSearch for publications in DiVA
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Device Registration for 3D Geometry-Based User-Perspective Rendering in Hand-Held Video See-Through Augmented Reality
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.
2015 (English)In: AUGMENTED AND VIRTUAL REALITY, AVR 2015, SPRINGER-VERLAG BERLIN , 2015, Vol. 9254, p. 151-167Conference paper, Published paper (Refereed)
Abstract [en]

User-perspective rendering in Video See-through Augmented Reality (V-AR) creates a view that always shows what is behind the screen, from the users point of view. It is used for better registration between the real and virtual world instead of the traditional device-perspective rendering which displays what the camera sees. There is a small number of approaches towards user-perspective rendering that over all improve the registration between the real world, the video captured from real world that is displayed on the screen and the augmentations. There are still some registration errors that cause misalignment in the user-perspective rendering. One source of error is from the device registration which, based on the used tracking method, can be the misalignment between the camera and the screen and also the tracked frame of reference that the screen and the camera are attached to it. In this paper we first describe a method for the user perspective V-AR based on 3D projective geometry. We then address the device registration problem in user perspective rendering by presenting two methods: First, for estimating the misalignment between the camera and the screen. Second, for estimating the misalignment between the camera and the tracked frame.

Place, publisher, year, edition, pages
SPRINGER-VERLAG BERLIN , 2015. Vol. 9254, p. 151-167
Series
Lecture Notes in Computer Science, ISSN 0302-9743 (print), 1611-3349 (online) ; 9254
Keywords [en]
Augmented Reality; Video see-through; Dynamic frustum; User-perspective
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:liu:diva-123167DOI: 10.1007/978-3-319-22888-4_12ISI: 000364709300012ISBN: 978-3-319-22888-4; 978-3-319-22887-7 (print)OAI: oai:DiVA.org:liu-123167DiVA, id: diva2:877371
Conference
2nd International Conference on Augmented and Virtual Reality (SALENTO AVR)
Available from: 2015-12-07 Created: 2015-12-04 Last updated: 2018-05-23
In thesis
1. Perspective Correct Hand-held Augmented Reality for Improved Graphics and Interaction
Open this publication in new window or tab >>Perspective Correct Hand-held Augmented Reality for Improved Graphics and Interaction
2018 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

With Augmented Reality, also termed AR, a view of the real world is augmented by superimposing computer-generated graphics, thereby enriching or enhancing the perception of the reality. Today, lots of applications benefit from AR in different areas, such as education, medicine, navigation, construction, gaming, and multiple other areas, using primarily head-mounted AR displays and AR on hand-held smart devices. Tablets and phones are highly suitable for AR, as they are equipped with high resolution screens, good cameras and powerful processing units, while being readily available to both industry and home use. They are used with video see-through AR, were the live view of the world is captured by a camera in real time and subsequently presented together with the computer graphics on the display.

In this thesis I put forth our recent work on improving video see-through Augmented Reality graphics and interaction for hand-held devices by applying and utilizing user perspective. On the rendering side, we introduce a geometry-based user perspective rending method aiming to align the on screen content with the real view of the world visible around the screen. Furthermore, we introduce a device calibration system to compensate for misalignment between system parts. On the interaction side we introduce two wand-like direct 3D pose manipulation techniques based on this user perspective. We also modified a selection technique and introduced a new one suitable to be used with our introduced manipulation techniques. Finally, I present several formal user studies, evaluating the introduced techniques and comparing them with concurrent state-of-the-art alternatives.

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2018. p. 69
Series
Linköping Studies in Science and Technology. Dissertations, ISSN 0345-7524 ; 1931
National Category
Media Engineering Human Computer Interaction Media and Communication Technology Interaction Technologies Computer Sciences
Identifiers
urn:nbn:se:liu:diva-148005 (URN)10.3384/diss.diva-148005 (DOI)9789176853177 (ISBN)
Public defence
2018-05-29, Norrköpings visualiseringscenter C, Kungsgatan 54, Norrköping, 13:15 (English)
Opponent
Supervisors
Funder
Swedish Foundation for Strategic Research
Available from: 2018-05-23 Created: 2018-05-23 Last updated: 2018-05-23Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records BETA

Samini, AliLundin Palmerius, Karljohan

Search in DiVA

By author/editor
Samini, AliLundin Palmerius, Karljohan
By organisation
Media and Information TechnologyFaculty of Science & Engineering
Media Engineering

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 83 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf