journal article
LitStream Collection
Jaynes, Christopher; Steele, R. Matt; Webb, Stephen
doi: 10.1162/105474605774918723pmid: N/A
Immersive, multiprojector systems are a compelling alternative to traditional head-mounted displays and have been growing steadily in popularity. However, the vast majority of these systems have been confined to laboratories or other special purpose facilities and have had little impact on general human—computer and human—human communication models. Cost, infrastructure requirements, and maintenance are all obstacles to the widespread deployment of immersive displays. We address these issues in the design and implementation of the Metaverse. The Metaverse system focuses on a multiprojector scalable display framework that supports automatic detection of devices as they are added/removed from the display environment. Multiple cameras support calibration over wide fields of view for immersive applications with little or no input from the user. The approach is demonstrated on a 24-projector display environment that can be scaled on the fly, reconfigured, and redeployed according to user needs. Using our method, subpixel calibration is possible with little or no user input. Because little effort is required by the user to either install or reconfigure the projectors, rapid deployment of large, immersive displays in somewhat unconstrained environments is feasible.
Jaynes, Christopher; Steele, R. Matt; Webb, Stephen
doi: 10.1162/105474605774918723pmid: N/A
Immersive, multiprojector systems are a compelling alternative to traditional head-mounted displays and have been growing steadily in popularity. However, the vast majority of these systems have been confined to laboratories or other special purpose facilities and have had little impact on general human—computer and human—human communication models. Cost, infrastructure requirements, and maintenance are all obstacles to the widespread deployment of immersive displays. We address these issues in the design and implementation of the Metaverse. The Metaverse system focuses on a multiprojector scalable display framework that supports automatic detection of devices as they are added/removed from the display environment. Multiple cameras support calibration over wide fields of view for immersive applications with little or no input from the user. The approach is demonstrated on a 24-projector display environment that can be scaled on the fly, reconfigured, and redeployed according to user needs. Using our method, subpixel calibration is possible with little or no user input. Because little effort is required by the user to either install or reconfigure the projectors, rapid deployment of large, immersive displays in somewhat unconstrained environments is feasible.
doi: 10.1162/105474605774918750pmid: N/A
This paper presents the results of a formal experiment to compare different interaction techniques across two types of immersive display: an immersive projection technology (IPT) and a head-mounted display (HMD). Our aim is to investigate the effectiveness of two widely used interaction metaphors, virtual hand and ray casting, on these two display technologies. Our motivation is that design and evaluation of interaction techniques for immersive egocentric display systems has been undertaken almost exclusively on HMDs. We argue that basing interaction for IPTs on techniques developed for other types of immersive systems is a flawed approach, as there are some categorical differences between the experience given by an IPT and an HMD. For example, an IPT user has a much wider field of view than an HMD user. We have chosen two types of interaction tasks to study: simple selection of objects both near to and at some distance from the user, and manipulation of objects involving a change of both position and orientation. As previous studies have found, we find that ray casting is preferable for selection and virtual hand is preferable for manipulation for a HMD. We show that this is also the case for the IPT. More interestingly, while we find performance on selection tasks is much better on the IPT, for manipulation tasks there is little difference between the two display technologies.
doi: 10.1162/105474605774918750pmid: N/A
This paper presents the results of a formal experiment to compare different interaction techniques across two types of immersive display: an immersive projection technology (IPT) and a head-mounted display (HMD). Our aim is to investigate the effectiveness of two widely used interaction metaphors, virtual hand and ray casting, on these two display technologies. Our motivation is that design and evaluation of interaction techniques for immersive egocentric display systems has been undertaken almost exclusively on HMDs. We argue that basing interaction for IPTs on techniques developed for other types of immersive systems is a flawed approach, as there are some categorical differences between the experience given by an IPT and an HMD. For example, an IPT user has a much wider field of view than an HMD user. We have chosen two types of interaction tasks to study: simple selection of objects both near to and at some distance from the user, and manipulation of objects involving a change of both position and orientation. As previous studies have found, we find that ray casting is preferable for selection and virtual hand is preferable for manipulation for a HMD. We show that this is also the case for the IPT. More interestingly, while we find performance on selection tasks is much better on the IPT, for manipulation tasks there is little difference between the two display technologies.
Rolland, Jannick P.; Biocca, Frank; Hamza-Lup, Felix; Ha, Yanggang; Martins, Ricardo
doi: 10.1162/105474605774918741pmid: N/A
Distributed systems technologies supporting 3D visualization and social collaboration will be increasing in frequency and type over time. An emerging type of head-mounted display referred to as the head-mounted projection display (HMPD) was recently developed that only requires ultralight optics (i.e., less than 8 g per eye) that enables immersive multiuser, mobile augmented reality 3D visualization, as well as remote 3D collaborations. In this paper a review of the development of lightweight HMPD technology is provided, together with insight into what makes this technology timely and so unique. Two novel emerging HMPD-based technologies are then described: a teleportal HMPD (T-HMPD) enabling face-to-face communication and visualization of shared 3D virtual objects, and a mobile HMPD (M-HMPD) designed for outdoor wearable visualization and communication. Finally, the use of HMPD in medical visualization and training, as well as in infospaces, two applications developed in the ODA and MIND labs respectively, are discussed.
Rolland, Jannick P.; Biocca, Frank; Hamza-Lup, Felix; Ha, Yanggang; Martins, Ricardo
doi: 10.1162/105474605774918741pmid: N/A
Distributed systems technologies supporting 3D visualization and social collaboration will be increasing in frequency and type over time. An emerging type of head-mounted display referred to as the head-mounted projection display (HMPD) was recently developed that only requires ultralight optics (i.e., less than 8 g per eye) that enables immersive multiuser, mobile augmented reality 3D visualization, as well as remote 3D collaborations. In this paper a review of the development of lightweight HMPD technology is provided, together with insight into what makes this technology timely and so unique. Two novel emerging HMPD-based technologies are then described: a teleportal HMPD (T-HMPD) enabling face-to-face communication and visualization of shared 3D virtual objects, and a mobile HMPD (M-HMPD) designed for outdoor wearable visualization and communication. Finally, the use of HMPD in medical visualization and training, as well as in infospaces, two applications developed in the ODA and MIND labs respectively, are discussed.
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